![]() In the last 40 years, video games have moved from amusement arcades (1970s) to home consoles and computers (1980s–1990s), and more recently to mobile devices (2000s) and lastly to sports stadiums due to the popularity of electronic sport, eSports (2010s). Video games have been played for decades, influencing the daily lives of people and relationship to technology. ![]() Therefore, gendered barriers in video gaming must be explored in future research. ![]() However, the study also finds that girls feel less encouraged than boys to play video games due to different gender-related experiences of video gaming. Gender differences in video gaming are not necessarily a problem per se, as they may reflect gender-specific motivations and interests. From the focus groups, we found that boys did not view social media as socially significant as gaming and that there is a greater social acceptance of gaming among boys than among girls. Statistics showed that boys from the age of 14 use video games up to 5 times more than girls, while girls are much more on social media. Survey data ( N = 5607) was analyzed descriptively, and five focus groups were conducted, applying thematic analysis. A mixed method approach was used to capture gaming experiences among boys and girls. The aim of this study is to both quantify gaming among Norwegian adolescents and explore how gender differences are perceived. There are however a growing number of female gamers and we need to learn more about how gender affects gaming. Gaming is widespread among adolescents and has typically been viewed as an activity for boys.
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