Using the student population at Boise State University, surveys were conducted to gatherinformation on the positive aspects of video games among male and female students. Using surveys, students could fill out online through the use of Qualtrics, as well as having participants filling out paper surveys; we had a total of 82 complete responses (56 men and 26 women). Participants were asked about their age (average: 25.59 men and 23.27 years women), how long the respondents had been playing video games (both males and females have over 10 years), and how many hours each participant played video games during a day (average: men 1.68 hours per day and women played for 1.26 hours.) Special attention was paid to game selection and the gratificati...
This study aims to identify and analyze the differences of Behavior and describe the Usage and Prefe...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Video games are a popular form of entertainment for young Americans, and like other media, they infl...
In our survey we asked students of HU what their favorite video games were as well as their favorite...
We plan to survey at least 100 students at Harrisburg university, where there is a very large gaming...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Video games are a popular pastime in today\u27s society for both men and women, as approximately one...
Despite the emergent research of educational video games, video gaming experience and associated gen...
This paper presents the results of a study made with university students to determine the types of v...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Research has consistently shown that males play violent video games more frequently than females, bu...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
This study aims to identify and analyze the differences of Behavior and describe the Usage and Prefe...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Video games are a popular form of entertainment for young Americans, and like other media, they infl...
In our survey we asked students of HU what their favorite video games were as well as their favorite...
We plan to survey at least 100 students at Harrisburg university, where there is a very large gaming...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Video games are a popular pastime in today\u27s society for both men and women, as approximately one...
Despite the emergent research of educational video games, video gaming experience and associated gen...
This paper presents the results of a study made with university students to determine the types of v...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Research has consistently shown that males play violent video games more frequently than females, bu...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
This study aims to identify and analyze the differences of Behavior and describe the Usage and Prefe...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...