According to the Technology Acceptance Model (TAM), important predictors of system use include application-specific self-efficacy, ease of use, and perceived usefulness. Current work with the TAM includes extending the assessment framework to domains such as serious games as well as how other typically under-researched factors, such as gender, affect technology use. The current work reports on how there are gender differences in both game playing behaviors as well as general game genre preferences, offers implications for serious game designers regarding the development of effective learning interventions based on these differences, and finally suggests avenues for future research in this area. © 2011 Springer-Verlag
Despite concerted public efforts to reverse the trend, a persistent gender gap remains in many scien...
Stereotypes in game culture are still inhibiting the freedom of female players. This survey study ai...
Games excited generations in various societies: from the very simple physical form - to the latest g...
According to the Technology Acceptance Model (TAM), important predictors of system use include appli...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
Digital games are evolving beyond the solitary context into a ubiquitous, social and collaborative e...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
This paper presents the results of a study made with university students to determine the types of v...
This paper analyzes different player type models and game elements in the literature, particularly f...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
Individuals differ in a myriad of ways and the promise of using a digital game format to teach or tr...
Despite concerted public efforts to reverse the trend, a persistent gender gap remains in many scien...
Stereotypes in game culture are still inhibiting the freedom of female players. This survey study ai...
Games excited generations in various societies: from the very simple physical form - to the latest g...
According to the Technology Acceptance Model (TAM), important predictors of system use include appli...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
Gaming industry is booming at an unexpected rate along with rapid technological advancements. E-spor...
Digital games are evolving beyond the solitary context into a ubiquitous, social and collaborative e...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
This paper presents the results of a study made with university students to determine the types of v...
This paper analyzes different player type models and game elements in the literature, particularly f...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
Individuals differ in a myriad of ways and the promise of using a digital game format to teach or tr...
Despite concerted public efforts to reverse the trend, a persistent gender gap remains in many scien...
Stereotypes in game culture are still inhibiting the freedom of female players. This survey study ai...
Games excited generations in various societies: from the very simple physical form - to the latest g...