Loading…

Factors That Predict Digital Game Play

This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that tha...

Full description

Saved in:
Bibliographic Details
Published in:The Howard journal of communications 2008-07, Vol.19 (3), p.258-272
Main Authors: Green, Mary E., McNeese, Mary Nell
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523
cites cdi_FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523
container_end_page 272
container_issue 3
container_start_page 258
container_title The Howard journal of communications
container_volume 19
creator Green, Mary E.
McNeese, Mary Nell
description This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that that Caucasian and Asian students were associated with diminished digital game play, whereas African Americans students were associated with increased play. Results also indicated that the need for social gratification and being male was associated with greater digital game play.
doi_str_mv 10.1080/10646170802218321
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_61716721</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>61716721</sourcerecordid><originalsourceid>FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523</originalsourceid><addsrcrecordid>eNqFkDtPAzEQhE8IJELgB9BdRXfgx_kl0aBAAlIkUoTa2vP5wOguDrYjyL_HIXQRotop5tvdmaK4xOgaI4luMOI1xyJLQrCkBB8VI4wUr2peq-Od5nWVDey0OIvxHSGEpVSj4moKJvkQy-UbpHIRbOtMKu_dq0vQlzMYbLnoYXtenHTQR3vxO8fFy_RhOXms5s-zp8ndvDJUiFRRZFuOFeO1YUQyoiRnbcdAcCoZGMIaJYEJLhDqTK1w0yBQxgI0NaWWETrOD_3sXQf_sbEx6cFFY_seVtZvos4JMBcEZyPeG03wMQbb6XVwA4StxkjvGtEHjWRG7Bm36nwY4NOHvtUJtr0PXYCVcfGQ0ukrZfL2X5L-ffgbzBp1rg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>61716721</pqid></control><display><type>article</type><title>Factors That Predict Digital Game Play</title><source>Taylor &amp; Francis</source><source>Sociological Abstracts</source><creator>Green, Mary E. ; McNeese, Mary Nell</creator><creatorcontrib>Green, Mary E. ; McNeese, Mary Nell</creatorcontrib><description>This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that that Caucasian and Asian students were associated with diminished digital game play, whereas African Americans students were associated with increased play. Results also indicated that the need for social gratification and being male was associated with greater digital game play.</description><identifier>ISSN: 1064-6175</identifier><identifier>EISSN: 1096-4649</identifier><identifier>DOI: 10.1080/10646170802218321</identifier><identifier>CODEN: HJCOES</identifier><language>eng</language><publisher>Taylor &amp; Francis Group</publisher><subject>Computer Software ; digital games ; Games ; high school sophomores ; High School Students ; Race ; Sex ; Sex Differences</subject><ispartof>The Howard journal of communications, 2008-07, Vol.19 (3), p.258-272</ispartof><rights>Copyright Taylor &amp; Francis Group, LLC 2008</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523</citedby><cites>FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925,33775</link.rule.ids></links><search><creatorcontrib>Green, Mary E.</creatorcontrib><creatorcontrib>McNeese, Mary Nell</creatorcontrib><title>Factors That Predict Digital Game Play</title><title>The Howard journal of communications</title><description>This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that that Caucasian and Asian students were associated with diminished digital game play, whereas African Americans students were associated with increased play. Results also indicated that the need for social gratification and being male was associated with greater digital game play.</description><subject>Computer Software</subject><subject>digital games</subject><subject>Games</subject><subject>high school sophomores</subject><subject>High School Students</subject><subject>Race</subject><subject>Sex</subject><subject>Sex Differences</subject><issn>1064-6175</issn><issn>1096-4649</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2008</creationdate><recordtype>article</recordtype><sourceid>BHHNA</sourceid><recordid>eNqFkDtPAzEQhE8IJELgB9BdRXfgx_kl0aBAAlIkUoTa2vP5wOguDrYjyL_HIXQRotop5tvdmaK4xOgaI4luMOI1xyJLQrCkBB8VI4wUr2peq-Od5nWVDey0OIvxHSGEpVSj4moKJvkQy-UbpHIRbOtMKu_dq0vQlzMYbLnoYXtenHTQR3vxO8fFy_RhOXms5s-zp8ndvDJUiFRRZFuOFeO1YUQyoiRnbcdAcCoZGMIaJYEJLhDqTK1w0yBQxgI0NaWWETrOD_3sXQf_sbEx6cFFY_seVtZvos4JMBcEZyPeG03wMQbb6XVwA4StxkjvGtEHjWRG7Bm36nwY4NOHvtUJtr0PXYCVcfGQ0ukrZfL2X5L-ffgbzBp1rg</recordid><startdate>20080729</startdate><enddate>20080729</enddate><creator>Green, Mary E.</creator><creator>McNeese, Mary Nell</creator><general>Taylor &amp; Francis Group</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7U4</scope><scope>BHHNA</scope><scope>DWI</scope><scope>WZK</scope></search><sort><creationdate>20080729</creationdate><title>Factors That Predict Digital Game Play</title><author>Green, Mary E. ; McNeese, Mary Nell</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2008</creationdate><topic>Computer Software</topic><topic>digital games</topic><topic>Games</topic><topic>high school sophomores</topic><topic>High School Students</topic><topic>Race</topic><topic>Sex</topic><topic>Sex Differences</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Green, Mary E.</creatorcontrib><creatorcontrib>McNeese, Mary Nell</creatorcontrib><collection>CrossRef</collection><collection>Sociological Abstracts (pre-2017)</collection><collection>Sociological Abstracts</collection><collection>Sociological Abstracts</collection><collection>Sociological Abstracts (Ovid)</collection><jtitle>The Howard journal of communications</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Green, Mary E.</au><au>McNeese, Mary Nell</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Factors That Predict Digital Game Play</atitle><jtitle>The Howard journal of communications</jtitle><date>2008-07-29</date><risdate>2008</risdate><volume>19</volume><issue>3</issue><spage>258</spage><epage>272</epage><pages>258-272</pages><issn>1064-6175</issn><eissn>1096-4649</eissn><coden>HJCOES</coden><abstract>This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that that Caucasian and Asian students were associated with diminished digital game play, whereas African Americans students were associated with increased play. Results also indicated that the need for social gratification and being male was associated with greater digital game play.</abstract><pub>Taylor &amp; Francis Group</pub><doi>10.1080/10646170802218321</doi><tpages>15</tpages></addata></record>
fulltext fulltext
identifier ISSN: 1064-6175
ispartof The Howard journal of communications, 2008-07, Vol.19 (3), p.258-272
issn 1064-6175
1096-4649
language eng
recordid cdi_proquest_miscellaneous_61716721
source Taylor & Francis; Sociological Abstracts
subjects Computer Software
digital games
Games
high school sophomores
High School Students
Race
Sex
Sex Differences
title Factors That Predict Digital Game Play
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-02T18%3A47%3A05IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Factors%20That%20Predict%20Digital%20Game%20Play&rft.jtitle=The%20Howard%20journal%20of%20communications&rft.au=Green,%20Mary%20E.&rft.date=2008-07-29&rft.volume=19&rft.issue=3&rft.spage=258&rft.epage=272&rft.pages=258-272&rft.issn=1064-6175&rft.eissn=1096-4649&rft.coden=HJCOES&rft_id=info:doi/10.1080/10646170802218321&rft_dat=%3Cproquest_cross%3E61716721%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c377t-30ed619564c528529865df5a76385ac25b98a576700fc491bb0a9ceaab433e523%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=61716721&rft_id=info:pmid/&rfr_iscdi=true