2014 9th Iberian Conference on Information Systems and Technologies (CISTI) 2014
DOI: 10.1109/cisti.2014.6877076
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Digital games played by Portuguese students: Gender differences

Abstract: Resumo-Este texto apresenta os resultados de uma sondagem realizada em 2013, em Portugal, integrando alunos desde o 5º Ano de escolaridade (10 anos) até ao Ensino Universitário (Mestrado). A amostra inclui 2303 sujeitos, sendo 1273 do género masculino e 1030 do género feminino. Indicam-se os cinco jogos que os alunos mais referiram por nível de ensino e por género, salientando-se as semelhanças e as diferenças. Os sujeitos foram também inquiridos sobre a recetividade em aprenderem os conteúdos escolares atravé… Show more

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Cited by 9 publications
(3 citation statements)
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“…Feedback can be delivered instantly after each player's actions or it can be aggregated, such as via a leaderboard that displays the performance of all game participants. Rapid and thorough feedback is more instructive for the player than a final appraisal of their performance [6,8,9].…”
Section: Introductionmentioning
confidence: 99%
“…Feedback can be delivered instantly after each player's actions or it can be aggregated, such as via a leaderboard that displays the performance of all game participants. Rapid and thorough feedback is more instructive for the player than a final appraisal of their performance [6,8,9].…”
Section: Introductionmentioning
confidence: 99%
“…Previous studies reveal that SG players, in general, prefer single player mode, 2D environments and cartoon stylish characters (Zamboni et al , 2011). Children prefer to play on laptops, videogames consoles and tablets (Carvalho and Araújo, 2014). Platform games are among the most popular; these are 2D games, allowing players to move left or right to overcome obstacles and collect items, tasks that make them earn points and higher game levels.…”
Section: Related Workmentioning
confidence: 99%
“…recreios das escolas. As novas gerações ocupam grande parte dos seus tempos livres a jogar nos mais variados dispositivos móveis que dispõem (Carvalho & Araujo, 2014;McGonigal, 2011;Saatchi & Saatchi, 2011;Squire, 2011). A oferta de jogos para equipamentos móveis, nomeadamente os smartphones e tablets, é hoje tão variada que a indústria dos videojogos é considerada uma das que irá gerar mais lucros (Newzoo & Casual Games Association, 2013).…”
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