Sex Differences in Video Game Play:
By Kristen Lucas, John L. Sherry. Communication Research, 2004
619 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ec68f0ffabcaa499800fae874efba5a0ac36d7e3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Holly A. Taylor
- Tilo Hartmann
- Min Xiao
- Allyson Hutton
- Mark D. Griffiths
- Azita Iliya Abdul Jabbar
- Peter Vorderer
- Lennart E. Nacke
In Sociology and Political Science
- Cliff Lampe
- Nicole B. Ellison
- Donghee Yvette Wohn
- Peter Vorderer
- Mark D. Griffiths
- Andrew D. Smock
- Christoph Klimmt
- Julian A. Oldmeadow
Citations in the corpus
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “Competition is one of the six established uses and gratifications for playing computer games (Lucas & Sherry, 2004).”
- Think3d!: Training Spatial Thinking Fundamental to STEM Education (2013, background): “Further, origami and paper engineering may be a more appealing way to practice spatial thinking for girls, whereas practicing spatial thinking through videogames has greater appeal for boys (Lucas & Sherry, 2004).”
- 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.”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “In a series of studies, Sherry and colleagues investigated what gratifica-tions lie at the heart of gameplay Greenberg et al. (2008); Lucas and Sherry (2004); Sherry et al. (2006).”
- Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2012, background): “The prominence of gender as factor may be related to the fact that gender is the primary way in which representation in games, the texts, the industry, and the audience, has been studied (see Burrill, 2008; Cassell and Jenkins, 2000; Graner Ray, 2004; Hayes, 2007; Kerr, 2006; Lucas and Sherry, 2004;”
- Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action (2020, background): “Empirical research studies have investigated behaviors of playing video games from many theoretical perspectives such as self-determination theory (Przybylski, Rigby, & Ryan, 2010), the technology acceptance model (Hsu & Lu, 2004), and uses and gratifications (U&G) theory (Lucas & Sherry, 2004).”
- Facebook as a toolkit: A uses and gratification approach to unbundling feature use (2011, background): “Information technology usage is influenced by individual motivation as well as characteristics such as age and gender (Kang, 2002; Lucas & Sherry, 2004; Valkenburg and Soeters, 2001).”
- How players manage moral concerns to make video game violence enjoyable (2006, methodology): “Instead, gender (e. g., Bartholow and Anderson, 2002; Lucas and Sherry, 2004), age as an indicator of development (e. g., Kirsh, 2003), and frequency of violent game usage (e. g., Anderson and Dill, 2000) were used as criteria to produce diversity in responses, because these factors have been…”