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: Internet Use

investiGaming ›  Tags ›  Internet Use


Cassell, Justine & Cramer, Meg ((in press))


to appear in Digital Youth, Innovation, and the Unexpected: The MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: MIT Press

Synopsis:

Examines the telegraph, telephone, Internet, and social networking sites in order to demonstrate that the current panic over girls’ vulnerability online is not new.

Keywords:

book, internet use, harassment, gender stereotypes, MMO

Full Text: Yes | Abstract: Yes


Kafai, Y. B., & Sutton, S. (1999)


Journal of Educational Computing Research, 21, 345-362,

Synopsis:

291 parents of urban K-6 students were surveyed about their children’s home access to and use of educational software and the Internet.

Keywords:

journal, academia, elementary school, internet use, family dynamics

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


Kahne, Joseph, Middaugh, Ellen, and Chris Evans (2008)


http://www.digitallearning.macfound.org

Synopsis:

A phone survey of 1,102 young persons in the United States aged 12 to 17 conducted by Pew Internet and American Life Project in order to explore the link between video games and civic engagement.

Keywords:

survey, report, high school, player demographics, game genres, digital divide, parents and gaming , gaming social context, co play, family dynamics, civic engagement, learning, Internet use

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


Lenhart, A. & Madden, M. (2005)


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

Synopsis:

Data from telephone interviews of 1,100 teens ages 12-17 and their parents and four focus groups with a total of 38 high school and middle school students was analyzed in order to analyze teen’s media use regarding content creation and consumption.

Keywords:

survey, high school, internet use, academia, report

Full Text: Yes | Abstract: Yes


Margolis, J. & Fisher, A. (2002)


Boston: The MIT Press

Synopsis:

The book examined many influences contributing to the gender gap in computing through interviews with 100 male and female computer science students at Carnegie Mellon University over four years.

Keywords:

book, IT careers, internet use, programming, gaming social context

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


Roberts, D. F., Foehr, U.G., Rideout, V. (2005)


Kaiser Family Foundation: Menlo Park, CA

Synopsis:

Examines media use among a nationally representative sample of more than 2,000 3rd through 12th graders who completed detailed questionnaires, including nearly 700 self-selected participants who also maintained seven-day media diaries.

Keywords:

academia, case study, internet use, high school, television viewership,

Full Text: Yes | Abstract: 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


The Henry J. Kaiser Family Foundation (2002)


Kaiser Family Foundation (http://www.kff.org/)

Synopsis:

A fact sheet that focuses on video games in relation to children and health.

Keywords:

academia, report, survey, children, player demographics, violence, internet use, ethnicity

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


Vosmeer, Mirjam, Jansz, Jeroen, and van Zoonen, Liesbet (2007)


International Communication Association Conference, San Francisco

Synopsis:

A study of female players of The Sims and The Sims 2 between the ages of 17 and 59, through 23 face-to-face interviews and 34 email interviews.

Keywords:

conference, article, The Sims, The Sims 2, motivations, what women want, computer skills, internet use, media literacy

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


Willoughby, Teena. (2008)


Developmental Psychology, Vol 44(1) 195-204.

Synopsis:

The prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart.  At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade.

Keywords:

journal, psychology, academic achievement, high school, internet use,

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