Examination of gender‐based video game‐playing classes: Influencing determinants and relations to academic achievement.
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under‐explored. Objectives: This research aims to determine the frequency classes of vide...
| Publicado en: | Journal of Computer Assisted Learning Vol. 40; no. 6; pp. 2574 - 2589 |
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| Autores principales: | , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Dec2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=180899652&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 180899652 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Dec2024 vid: 40 iid: 6 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 180899652 174329785 180899652 180899652 10.1111/jcal.12920 180899652 ppf: 2574 ppct: 15 formats: tig: atl: Examination of gender‐based video game‐playing classes: Influencing determinants and relations to academic achievement. aug: au: BAŞARAN, Bülent ŞİMŞEK, Ömer affil: Department of Educational Sciences, Dicle University, Diyarbakır, Türkiye sug: subj: Video Games Psychosocial Factors Technology Addiction Complications Technology Addiction Risk Factors Academic Achievement Evaluation Gender Bias Economic Status Social Status Human Male Female Adolescence Structural Equation Modeling Multiple Logistic Regression Turkiye Student Assignments Probability Internet Access Adolescent Behavior Cognition Attention Problem Solving Social Networks Mathematics Reading Science Chi Square Test Descriptive Statistics Data Analysis Software Odds Ratio Adolescent: 13-18 years Male Female ab: Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under‐explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the variables (age of first digital device/internet use, weekday/weekend internet frequency in and out of school, economic, social, and cultural status) that might influence assignment to these classes, and reveal the differences in PISA scores among these classes. Methods: Our study utilises multiple group latent class analysis and multinomial logistic regression to investigate the video gaming frequencies of 6890 Turkish students (49.1% female, 50.9% male) from the PISA‐2018 exam. A three‐step multiple logistic regression was employed to identify the effect of the variables on assignment probabilities. Also, the multivariate Delta method tested mean differences between classes for PISA scores. Results and Conclusions: This study classifies Turkish students from PISA 2018 into four video gaming preference frequency classes (frequent, regular, casual, and non‐video game players) based on gender. Our study reveals that frequent male gamers begin using digital devices and the internet earlier than their female counterparts, spending more time gaming outside school. Notably, the frequency of video game play, which varies by gender, was found to have a significant effect on academic achievement. Lay Description: What is already known about this topic: Video games have an important place in children's entertainment preferences and game time is increasing.Digitalisation is increasing in Turkey with a large youth population and affects game usage.Gender roles affect gaming habits and learning styles. What this paper adds: The study identifies four classes of gamers according to frequency of play: frequent, regular, casual and non‐video game players.Video game playing frequency can affect academic performance by gender.Males are more likely to be placed in the frequent and regular gamer classes, while women are placed in the casual and Non‐VGPs.Early internet access and internet use during school hours affect females more in the classification according to the frequency of playing video games. Implications for practice and/or policy: Educators can use students' gaming habits in their teaching strategies.Future research should also examine game types and sociocultural contexts.The motivations and challenges faced by female gamers should be analysed. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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