2010
DOI: 10.2190/ec.43.3.b
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Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success

Abstract: Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing and feelings of success in video games. The current study shows that, when accounting for this endogenous relationship, girls actually feel just as competent as boys a… Show more

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Cited by 57 publications
(46 citation statements)
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References 30 publications
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“…However, information technology (IT) and the internet have changed the way adolescents communicate, as 92% of adolescents self-report using the internet daily without parental supervision [58]. Such interactions may be even more limited among boys, who engage in video game use with peers (without faceto-face contact) more than girls [59][60][61]. Such interactions may be even more limited among boys, who engage in video game use with peers (without faceto-face contact) more than girls [59][60][61].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…However, information technology (IT) and the internet have changed the way adolescents communicate, as 92% of adolescents self-report using the internet daily without parental supervision [58]. Such interactions may be even more limited among boys, who engage in video game use with peers (without faceto-face contact) more than girls [59][60][61]. Such interactions may be even more limited among boys, who engage in video game use with peers (without faceto-face contact) more than girls [59][60][61].…”
Section: Discussionmentioning
confidence: 99%
“…The internet limits face-to-face interactions, reducing the opportunity to engage in deviant and risky behaviors. Such interactions may be even more limited among boys, who engage in video game use with peers (without faceto-face contact) more than girls [59][60][61]. The internet may be decreasing traditional face-to-face/in-person Year À0.01 (À0.01, À0.009)*** À0.02 (À0.02, À0.01)*** deviant behaviors and increasing online deviant behaviors, such as cyberbullying.…”
Section: Discussionmentioning
confidence: 99%
“…This study also demonstrated that those who play video games more often become more involved and emotionally tied toward them (Eglesz, Feteke, Kiss, & Izzo, 2005). One study found that females were not as motivated to play video games as males were because the rewards offered, such as accomplishment in completing a level, did not appeal to them (Hamlen, 2010 The Xbox 360 has been positioned by Microsoft to be the superior video game console in the seventh generation by offering consumers an unparalleled integrated media experience from which they can connect to alternative media options. Additionally, The Xbox 360 has become a highly favored video game console brand among hardcore video game players, or those who seek highly-complex and competitive video game play experiences (Deleon, 2010;"GameSpy Staff," 2009).…”
Section: Gendermentioning
confidence: 67%
“…Furthermore, the more frequent interaction a player has with the game can also help the player to remember the often-complex control scheme and economic logic of the game (Jakesch and Carbon 2012). Spending more time in the game is a major goal pursued by the industry (Canossa et al 2019) and sometimes deemed as a potential for obsessive attachment (Przybylski et al 2009), which in turn has also been connected to a better sense of achievement and success among boys (Hamlen 2010). Moreover, although previous studies have shown that playtime is related to rating of the game and player engagement (Azadvar and Canossa 2018;Wirth et al 2013) in this study, rating was not a factor of age, generation or playtime.…”
Section: Play Timementioning
confidence: 99%