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Gaming as a Woman: Gender Difference Issues in Video Games and Learning

Gaming as a Woman: Gender Difference Issues in Video Games and Learning
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Author(s): Kristen B. Miller (Tuskegee University, USA)
Copyright: 2013
Pages: 17
Source title: Immersive Environments, Augmented Realities, and Virtual Worlds: Assessing Future Trends in Education
Source Author(s)/Editor(s): Steven D’Agustino (Fordham University, USA)
DOI: 10.4018/978-1-4666-2670-6.ch007

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Abstract

This chapter reports the findings of two surveys taken by players of the video game Rock Band. The purpose of the surveys was to determine what differences, if any, exist between the ways that males and females learn to play the game, are motivated to improve, interact with other players both online and in real life, and interact with other players in online communities for the game. This study suggests that while females do not appear to learn to play this game much differently from males, they are motivated differently and interact with other players differently, and ultimately they have a harder time than males finding a place in the affinity groups that exist for the game, and these findings provide starting points for teachers who intend to use video games and virtual worlds for educational purposes in guarding against creating a “gender gap” between males and females.

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