Sex differences in video game play: A communication-based explanation

被引:466
作者
Lucas, K [1 ]
Sherry, JL
机构
[1] Purdue Univ, Dept Commun, W Lafayette, IN 47907 USA
[2] Michigan State Univ, Dept Commun, E Lansing, MI 48824 USA
关键词
video games; sex differences; FIRO; uses and gratifications;
D O I
10.1177/0093650204267930
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults' reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed.
引用
收藏
页码:499 / 523
页数:25
相关论文
共 50 条
  • [21] Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play
    Johnson, Daniel
    Wyeth, Peta
    Clark, Madison
    Watling, Christopher
    CHI 2015: PROCEEDINGS OF THE 33RD ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2015, : 3721 - 3730
  • [22] Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines
    Miller, Monica K.
    Summers, Alicia
    SEX ROLES, 2007, 57 (9-10) : 733 - 742
  • [23] Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines
    Monica K. Miller
    Alicia Summers
    Sex Roles, 2007, 57 : 733 - 742
  • [24] Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry
    Melissa Terlecki
    Jennifer Brown
    Lindsey Harner-Steciw
    John Irvin-Hannum
    Nora Marchetto-Ryan
    Linda Ruhl
    Jennifer Wiggins
    Current Psychology, 2011, 30 : 22 - 33
  • [25] Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry
    Terlecki, Melissa
    Brown, Jennifer
    Harner-Steciw, Lindsey
    Irvin-Hannum, John
    Marchetto-Ryan, Nora
    Ruhl, Linda
    Wiggins, Jennifer
    CURRENT PSYCHOLOGY, 2011, 30 (01) : 22 - 33
  • [26] Parents' and sons' perspectives on video game play - A qualitative study
    Kutner, Lawrence A.
    Olson, Cheryl K.
    Warner, Dorothy E.
    Hertzog, Sarah M.
    JOURNAL OF ADOLESCENT RESEARCH, 2008, 23 (01) : 76 - 96
  • [27] That Bygone Feeling: Controller Ergonomics and Nostalgia in Video Game Play
    Bowman, Nicholas David
    Velez, John
    Wulf, Tim
    Breuer, Johannes
    Yoshimura, Koji
    Resignato, Lindsey Jean
    PSYCHOLOGY OF POPULAR MEDIA, 2023, 12 (02) : 147 - 158
  • [28] PLAY PATTERN OF SEATED VIDEO GAME AND ACTIVE "EXERGAME" ALTERNATIVES
    Lam, Jessica W. K.
    Sit, Cindy H. P.
    McManus, Alison M.
    JOURNAL OF EXERCISE SCIENCE & FITNESS, 2011, 9 (01) : 24 - 30
  • [29] Leveling Up? Video Game Play in Adolescence and the Transition into Adulthood
    Latinsky, Andrew
    Ueno, Koji
    SOCIOLOGICAL QUARTERLY, 2021, 62 (01) : 36 - 59
  • [30] Personal, pedagogic play: a dialogic model for video game learning
    Denham, Jack
    Spokes, Matthew
    Coward-Gibbs, Matt
    Veal, Caitlin
    PEDAGOGY CULTURE AND SOCIETY, 2023,