investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

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Full Record

Video and computer games in the 90s: children’s time commitment and game preference

Author: Buchman, D.D., & Funk, J.B.
Date: 1996
Source: Children Today, 24, 12-15
Full Text Link: No full text link available

Synopsis:

The study examined the game-playing habits of 900 children.

Keywords:

journal, children, violence, what women want, what men want

Abstract:
Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was more preferred by girls than by boys, who preferred human and sports violence games. (KDFB, Clearinghouse on Early Education and Parenting)

Implications for Game Industry:
No Implications have been written for this entry.

Research Highlights:
- The time that children spent playing games decreased from the fourth to the eighth grade.
- Boys played more than girls.
- Children’s preference for general entertainment games increased over time, while preference for educational games decreased.
- The popularity of violent games remained constant.
- Girls preferred fantasy violence more than boys.
- Boys preferred human and sports violence.
- The most violent games are not appropriate for young players, particularly through the early elementary grades, as television research suggests that this group has the most potential to be negatively influenced.