| Literature DB >> 34200039 |
Marja Leonhardt1, Stian Overå1.
Abstract
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There are however a growing number of female gamers and we need to learn more about how gender affects gaming. The aim of this study is to both quantify gaming among Norwegian adolescents and explore how gender differences are perceived. A mixed method approach was used to capture gaming experiences among boys and girls. Survey data (N = 5607) was analyzed descriptively, and five focus groups were conducted, applying thematic analysis. Statistics showed that boys from the age of 14 use video games up to 5 times more than girls, while girls are much more on social media. From the focus groups, we found that boys did not view social media as socially significant as gaming and that there is a greater social acceptance of gaming among boys than among girls. Gender differences in video gaming are not necessarily a problem per se, as they may reflect gender-specific motivations and interests. However, the study also finds that girls feel less encouraged than boys to play video games due to different gender-related experiences of video gaming. Therefore, gendered barriers in video gaming must be explored in future research.Entities:
Keywords: adolescence; gaming; gender; group interviews; mixed methods; survey; thematic analysis
Mesh:
Year: 2021 PMID: 34200039 PMCID: PMC8200210 DOI: 10.3390/ijerph18116085
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Themes generated by mind mapping. (m) = mentioned by male participants; (f) = mentioned by female participants.
Figure 2On the left: Percentage of students gaming on PC/console one hour or more per day, by age and gender. On the right: Percentage of students gaming on smartphone/tablet one hour or more per day, by age and gender. Gender differences are significant with a p-value of <0.001 in all age groups.
Figure 3Social media use (one hour or more per day) by age and gender. Gender differences are significant with a p-value of <0.001 for all age groups.
Gaming and friendship by gender. Numbers and percentages of those who answered yes.
| Variable | Boys | Girls | |||
|---|---|---|---|---|---|
| % |
| % |
| ||
| It is very important for me to have contact | 69 | 1715 | 16 | 373 | 4850 |
| I would feel excluded if I did not play the | 43 | 1054 | 12 | 289 | 4805 |
| The people I play video games with are the | 81 | 1972 | 43 | 978 | 4712 |
| I play online video games with others at | 79 | 2078 | 23 | 616 | 5268 |
χ2(1) = 1428.9, p < 0.001, N = 4850; χ2(1) = 568.8, p < 0.001, N = 4805; χ2(1) = 723.1, p < 0.001, N = 4712; χ2 (1) = 1621.5, p < 0.001, N = 5268.