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.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

Investigaming tag: Adults Younger

investiGaming ›  Tags ›  Adults Younger


Bertozzi, Elena (2008)


Game Education Network http://www.gameeducationnetwork.com/

Synopsis:

The author describes the teaching strategies she used in order to increase the success and number of female and minority students in a game development program at the collegiate level.

Keywords:

academia, classroom context, adults younger, girls designing games, game design

Full Text: Yes | Abstract: Yes


Bolton, Amanda and Fouts, Gregory (2005)


DIGRA 2005 Conference: Changing Views- Worlds in Play

Synopsis:

Fifty University students (82% males) completed three personality measures.  Then they were recorded while playing the game, “State of Emergency” to identify the characteristics of people who are most at-risk of being negatively affected by playing violent video games.

Keywords:

violence, psychology, aggression, State of Emergency, play style, case study, academia, conference, adult younger

Full Text: No | Abstract: Yes | Highlights: Yes


Ginn, SR, and Pickens, SJ (2005)


Percept Mot Skills. 2005 Jun;100(3 Pt 1):877-81.

Synopsis:

31 men and 59 women enrolled at a small, private church-affiliated university completed Mental Rotations Test in order to examine whether participation in different types of spatial activities would relate to women’s performance on that test.

Keywords:

journal, spatial cognition, non gamers, experiment, adults younger

Full Text: No | Abstract: Yes


Jones, S. (2003)


Pew Internet and American Life Project: Washington, D.C.

Synopsis:

Surveys were randomly distributed to college students at two-year and four-year public and private colleges and universities in the continental United States in order to study college students’ use of video, computer and online games, and to determine the impact of that use on their everyday life.

Keywords:

survey, report, academia, adults younger, gaming social context

Full Text: No | Abstract: Yes


Lawler, KA, Wilcox, ZC and Anderson, SF (1995)


Psychosomatic Medicine, Vol 57, Issue 4 357-365, Copyright © 1995 by American Psychosomatic Society, http://www.psychosomaticmedicine.org/cgi/content/abstract/57/4/357

Keywords:

journal, psychology, aggression, adult younger

Full Text: No | Abstract: Yes


Lenhart, Amanda, Jones, Sydney, and Alexandra Rankin Macgill (2008)


Pew Interenet & American Life Project (http://www.pewinternet.org/index.asp)

Synopsis:

2,054 adults ages 18 and older, including 500 cell phone users were surveyed about their video game play.

Keywords:

academia, report, survey, adults older, adults younger, player demographics

Full Text: Yes | Abstract: Yes | Highlights: Yes


Pickard, Jennifer and Strough, JoNell (2003)


Sex Roles, v48 issue 9-10 pp 421-432

Synopsis:

Eighty college students (40 women and 40 men, median age = 19.5 years) worked with a man and a woman on a collaborative task to see if their gender-typed behaviors changed with the sex of the team mate.

Keywords:

femininity, Masculinity , gender theories, psychology, academia, journal, gender stereotypes, adult younger

Full Text: Yes | Abstract: Yes | Highlights: Yes


Salaway, Gail, Caruso, Judith, Nelson, Mark and Nicole Ellison (2008)


http://www.educause.edu/

Synopsis:

A study looked at gender differences in the use of computers.

Keywords:

academia, case study, survey, IT Careers, adults younger, internet use, computer skills,

Full Text: Yes | Abstract: Yes | Highlights: Yes


Shirley Matile Ogletree, Ryan Drake (2007)


Sex Roles Vol. 56, No. 7-8: 537

Synopsis:

Gender-related aspects of gaming are examined in a study of 206 college students.

Keywords:

journal, academia, avatars, academic achievement, what women want, adults younger, gaming social context

Full Text: Yes | Abstract: Yes