Communication Studies, Department of

 

Date of this Version

10-2004

Comments

Published in Communication Research 31:5 (October 2004), pp. 499–523; doi: 10.1177/0093650204267930 Copyright © 2004 Sage Publications. Used by permission.

Abstract

In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults’ reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed.

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