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...
Saved in:
Published in: | The Howard journal of communications 2008-07, Vol.19 (3), p.258-272 |
---|---|
Main Authors: | , |
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 & 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 & 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 & 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 & 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 & 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 |