This paper intends to examine the gender differences on the engagement states of consumer videogame engagement through comparing the male group vs. female group. To meet this objective, the authors aim to utilize the causal-comparative study to analyse the gender differences on consumer videogame engagement. Data were collected from a sample of 235 teen videogame consumers whose aged were between 16-19years and studying in the private and public universities. Out of 235, the only 219 teen videogame consumers were valid and able to further use for data analysis. Using SPSS 22.0, we examined the valid data through independent t-test and also calculated the effect size for the significant hypotheses. The study findings reported that male teen ...
Research has consistently shown that males play violent video games more frequently than females, bu...
Video games are a popular form of entertainment for young Americans, and like other media, they infl...
This study explores gender differences in third–person effect in the context of online games b...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
The world of video games has become one of the most important entertainment niches for society. In t...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Using the student population at Boise State University, surveys were conducted to gatherinformation ...
Research has consistently shown that males play violent video games more frequently than females, bu...
Video games are a popular form of entertainment for young Americans, and like other media, they infl...
This study explores gender differences in third–person effect in the context of online games b...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
The world of video games has become one of the most important entertainment niches for society. In t...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Using the student population at Boise State University, surveys were conducted to gatherinformation ...
Research has consistently shown that males play violent video games more frequently than females, bu...
Video games are a popular form of entertainment for young Americans, and like other media, they infl...
This study explores gender differences in third–person effect in the context of online games b...