American children's use of electronic media in 1997: A national survey
By J. C. Wright, A. Huston, E. Vandewater, D. Bickham, Ronda M. Scantlin, J. Kotler, A. G. Caplovitz, June H. Lee, S. Hofferth, Jonathan Finkelstein. 2001
162 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/fcfc12b10dfb1050e4eb733cf514292d4e705edb
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Kristen Lucas
- Miseung Shim
- A. G. Caplovitz
- Drew P. Cingel
- Carrie Heeter
- Marina Krcmar
- John L. Sherry
- E. Vandewater
In Sociology and Political Science
- Kristen Lucas
- Miseung Shim
- Drew P. Cingel
- Carrie Heeter
- Marina Krcmar
- John L. Sherry
- Jillian Winn
- C. Ferguson
Citations in the corpus
- Network Effects and Competition: An Empirical Analysis of the Home Video Game Industry (2003, unknown): “indicate that video games decrease in importance as children age (e.g., Buchman and Funk 1994; Wright et al. 2001).”
- Sex Differences in Video Game Play: (2004, background): “that video games are liked more and played more by males than by females (e.g., Griffiths, 1991b; Kaplan, 1983; Phillips, Rolls, Rouse, & Griffiths, 1995; Wright et al., 2001).”
- Linking obesity and activity level with children's television and video game use. (2004, background): “This might well be operating in our sample, given that electronic game use is more normative for boys than it is for girls (Wright et al., 2001), and that girls are more open to social sanction from peers on the basis of their weight than are boys (Gable & Lutz, 2000).”
- Flow and Media Enjoyment (2004, background): “An Example: Sex Differences in Video Game Enjoyment One of the most consistent results in video game usage studies is the striking difference between boys and girls in amount of play (e.g., Bickman et al., 2003; Griffiths, 1991b; Kaplan, 1983; Phillips, Rolls, Rouse, & Griffiths, 1995; Wright et al.”
- Gaming, Gender, and Time: Who Makes Time to Play? (2009, result): “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).”
- Predicting Media Use in Very Young Children: The Role of Demographics and Parent Attitudes (2013, background): “Boys have also been found to play electronic games at significantly higher rates than young girls (Wright et al., 2001).”