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Do males have more favorable attitudes towards digital game use than Females: A Meta-Analytic review
Children and Youth Services Review ( IF 2.519 ) Pub Date : 2024-03-26 , DOI: 10.1016/j.childyouth.2024.107550
Caiyan Liu , Zhikeng Wang , Yajiao Yang , Peipei Mao , Robert H. Tai , Zhihui Cai , Xitao Fan

With increasing research attention on digital game use for purposes of both entertainment and non-entertainment (e.g., education and learning, training), more empirical studies have been conducted to explore various issues related to digital games and their uses and applications. Given the background of gender difference related to technology in general, gender difference in attitudes toward digital game use has been a topic in many research studies. However, findings from previous research studies on gender difference in attitudes toward digital game use were inconsistent. Therefore, this -analysis was conducted to address this issue. From the research literature up to January of 2023, 41 studies were identified as useable, thus included in this study. From these 41 studies, the cumulative sample size was 35,348, and a total of 133 effect sizes were obtained. Using a three-level random-effects -analytic model, a significant effect size of gender difference in attitudes toward digital game use ( = 0.21, 95 % CI: [0.10, 0.32]) was found. Moderator analyses showed that study features of game type (entertainment games vs. serious games) and sub-types of attitudes (self-efficacy, affect, and belief) contributed to the heterogeneity of the results across the studies. The implications of the findings, and the limitations and future research considerations were discussed.

中文翻译:

男性对数字游戏使用的态度是否比女性更有利:元分析评论

随着对用于娱乐和非娱乐目的(例如,教育和学习、培训)的数字游戏使用的研究越来越多的关注,已经进行了更多的实证研究来探索与数字游戏及其使用和应用相关的各种问题。考虑到与技术相关的性别差异的背景,对数字游戏使用态度的性别差异已成为许多研究的主题。然而,之前关于数字游戏使用态度性别差异的研究结果并不一致。因此,进行此分析是为了解决这个问题。截至 2023 年 1 月的研究文献中,有 41 项研究被确定为可用,因此纳入本研究。这 41 项研究的累计样本量为 35,348,总共获得了 133 个效应量。使用三水平随机效应分析模型,发现数字游戏使用态度中性别差异的显着效应大小(= 0.21,95 % CI:[0.10,0.32])。主持人分析表明,游戏类型的研究特征(娱乐游戏与严肃游戏)和态度的子类型(自我效能、情感和信念)导致了各项研究结果的异质性。讨论了研究结果的含义、局限性和未来研究考虑因素。
更新日期:2024-03-26
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