Gender and player characteristics in video game play of preadolescents

An article I contributed to was recently published online for Computers in Human Behavior. This plays a little bit on my dissertation research on player types but not in the same way that I am attempting.

Gender and player characteristics in video game play of preadolescents

  • Bruce D. Homera, Corresponding author contact information, E-mail the corresponding author,Elizabeth O. Haywardb, E-mail the corresponding author,Jonathan Fryeb, E-mail the corresponding author,Jan L. Plassb, E-mail the corresponding author

The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age, gender, and psychological adjustment on time spent playing video games and game preference was explored. Children ages 10–15 were given two surveys: a video game habits survey and the BASC-II self-report assessment of personality. Results confirm previous findings of significant gender differences in both time spent playing video games and game type preference. For preadolescents, males were found to spend more time overall playing video games, but for both males and females time spent playing increased with age. No relation was found between time spent playing video games and negative psychological adjustment, as assessed by the BASC-II. Game type preference was predicted by several psychological characteristics. For example, females’ positive feelings about the self were associated with increased likelihood of electing First Person Shooters as a favored game type, and males’ internalizing difficulties were associated with decreased likelihood of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The current findings confirm previous results with preadolescents, an under-studied age group, and lend novel insight into the psychological processes that contribute to video game preference.



Leap: Gestural Interface

I know I have had a lot of down time. Dissertation research and a new baby will do that :(, but I had to post this.

Pretty amazing stuff. I have some colleagues at G4LI working on finger tracking with Kinect, but it does not quite work like this. Especially with Windows 8 in the near future, this could give every computer instant touch compatability without the expensive touch monitor.

LEAP Motion

Scoop! — Using Game Gestures to Reduce Math Anxiety – YouTube

For anyone that is interested, this is one of the many research projects I am working on this semester. Pretty cool stuff!


Scoop! — Using Game Gestures to Reduce Math Anxiety – YouTube.

Designing Games That Teach and Assess Learning Outcomes | EDUCAUSE

My colleague, Dixie Ching, and I will be presenting about the G4LI game development process at the 2012 ELI Annual Meeting. Check us out if you are in Texas.

Designing Games That Teach and Assess Learning Outcomes | EDUCAUSE.

Session description after the break.
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Framing Narrative: Enhancing Player Experience

So this is from a paper I wrote a couple years ago. Its a bit rough and may not be accurate to the way I think now, but I have used the diagram from this in a few talks I have given; so I wanted to provide access to it and a bit of context to go with it. Also, I know the colors are terrible, eventually I will have the time to update it a bit.

Click below to read the rest of the paper..
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Humble Indie Bundle #3

Sorry for the hiatus, dissertation work has me a bit lacking free time. Updates soon. Although I had to post another great opportunity to play some great games and help out a charity. It does not get much better than that. Check out the third go around of the Humble Indie Bundle.




What is Rational to the Player?

To the detriment of all, I have started playing World of Warcraft again and it got me thinking about the topic of player rationalizing. When players do not understand the underlying rules or system for something, they naturally tend to rationalize based on their experiences.

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