Gender differences and styles in the use of digital games
By Philip Bonanno, Piet Kommers. 2005
121 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/e8e7ff0c78650877161036a4b33039911e7379c0
How researchers see this paper
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- Martin Valcke
- Tammy Schellens
- Jeroen Bourgonjon
- Ronald Soetaert
- Alan Amory
- Bram De Wever
- Ngoc Thuy Thi Thai
- Martin A. Andresen
Citations in the corpus
- Game object model version II: a theoretical framework for educational game development (2007, background): “In an educational setting Bonanno and Kommers (2005) suggest that digital games could be used to develop visuospatial skills in females and linguistic and memory retrieval skills in males.”
- Students' perceptions about the use of video games in the classroom (2010, background): “…experience with video games from gender issues, as males not only tend to play games more often, but they also play different types of games (Bonanno & Kommers, 2005; Jean, Upitis, Koch, & Young, 1999), and they hold significantly different attitudes toward the use of video games (Bonanno &…”