Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry

Author:

Terlecki Melissa,Brown Jennifer,Harner-Steciw Lindsey,Irvin-Hannum John,Marchetto-Ryan Nora,Ruhl Linda,Wiggins Jennifer

Publisher

Springer Science and Business Media LLC

Subject

General Psychology

Reference58 articles.

1. American Association of University Women. (2000). Tech-savvy: Educating girls in the new computer age. Washington, DC: AAUW.

2. Agosto, D. (2004). Using gender schema theory to examine gender equity in computing: a preliminary study. Journal of Women and Minorities in Science and Engineering, 10(1), 37–53.

3. Bennett, D., & Bruner, C. (2000). The role of gender in the design of electronic learning environments for children. Tech Learning’s Well-connected Educator Journal, 21. Retreived from www.techLEARNING.com .

4. Bolton, A., & Fouts, G. (2005, June). Individual differences in violent video game play. Paper presented at the meeting of Digital Games Research Association Conference: Changing Views—Worlds of Play, Vancouver, British Columbia.

5. Bryce, J., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22, 1–15.

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