College Students’ Video Game Participation and Perceptions: Gender Differences and Implications
By Shirley Matile Ogletree, Ryan Drake. 2007
243 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/aee8039aef6cb820806e7407682423f80a283806
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Thomas Hainey
- Mark D. Griffiths
- Carrie Heeter
- T. Connolly
- Elizabeth A. Boyle
- Julian A. Oldmeadow
- Jillian Winn
- Scott E. Caplan
In Sociology and Political Science
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Julian A. Oldmeadow
- Michelle Stratemeyer
- Mark D. Griffiths
- James M. Boyle
- Rachel Kowert
Citations in the corpus
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “…2012 Published by doi:10.1016/j.compedu.2012.03.004 a b s t r a c t This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement.”
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “On the other hand, Ogletree and Drake (2007) found no significant difference in gender identification between women who play a lot and women who do not.”
- Gaming, Gender, and Time: Who Makes Time to Play? (2009, background): “Previous research, in concurrence with our findings, found gender differences in the amount of video game playing among younger participants (Bickham et al. 2003; Rideout et al. 2005; Woodard and Gridina 2000; Wright et al. 2001) and college students (Ogletree and Drake 2007).”
- Engagement in digital entertainment games: A systematic review (2012, background): “Ogletree and Drake (2007) found gender differences in the impact of games with males playing games for longer durations than females and males agreeing that playing games interfered more with sleeping and class preparation then females. More males also complained about their own game playing, while ”
- Geek or Chic? Emerging Stereotypes of Online Gamers (2012, background): “Due to the fact that unequal gender distributions between gamers and nongamers were evident, and gender differences are often found on game-related issues (Lucas & Sherry, 2004; Ogletree & Drake, 2007), gender was held as a covariate in all of the following analyses.”