T HE EFFECTS OF GENDER AND ONLINE FORUMS ON TIME SPENT PLAYING VIDEO GAMES By Danny Shnorhokian.

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T HE EFFECTS OF GENDER AND ONLINE FORUMS ON TIME SPENT PLAYING VIDEO GAMES By Danny Shnorhokian

O VERVIEW Introduction Previous research Hypotheses Method Factorial ANOVA Findings Final Discussion

I NTRODUCTION Take a look to see if gender and time spent surfing online forums have a direct effect on how much time adolescents play video games I used a factorial ANAOVA Independent variables = non-quantitative Dependent variable = quantitative

P REVIOUS RESEARCH Video games have been center of controversy Many recent crimes such as the Columbine shooting were blamed on violent video games (Gaudiosi, 2011). Christopher Ferguson, a clinical psychologist who is a leading expert on video game violence and mass killings, states that video games aren’t to blame for these tragedies Believes that the shootings would have happened regardless of them playing video games and that other factors are to blame

Some researchers believe that video games can be used in a positive light such as education “Edutainment” – using video games in classrooms to help students learn (Squire, 2003) P REVIOUS RESEARCH

Jeanne Funk (1993) found that 66% of girls and 90% boys spent time each week playing videogames at home. Estimated average time played per week - 2 hours for girls, 4.2 hours for boys. 20% girls and 50% boys played in arcades during the week. Approximately 50% of favorite games were either fantasy or human violence games, 2% were educational. P REVIOUS RESEARCH

H YPOTHESES H 1 – Gender does have a direct effect on the amount of times per week video games are played H 2 – Visiting online forums have a direct effect on the amount of times per week video games are played H 3 – The interaction of both gender and visiting online forums have a direct effect on the amount of times per week video games are played H 0 – Gender and visiting online forums do not have a direct effect on the amount of times per week video games are played

M ETHOD : F ACTORIAL ANOVA Overview of study Conducted by The Parent and Teen Survey on Gaming and Civic Engagement which was sponsored by Pew Internet and American Life Project Study was done Phone interviews with 1,102 teenagers between the ages of Had consent of parents 4 month span from Nov to Feb. 2008

All phone calls were dialed at random All participants were located in the continental US All teenagers interviewed in the study played video games All data was weighted using sample balancing (done by researchers) M ETHOD : F ACTORIAL ANOVA

Independent variables Gender Whether or not they browsed online forums on the internet Dependent variable Number of days spent playing video games a week Controls All children in analysis did play video games M ETHOD : F ACTORIAL ANOVA

F INDINGS

The results show that both my independent variables gender and whether or not the respondent visits online forums INDIVIDUALLY have a direct effect on the number of times per week they play video games However, the interaction between the two independent variables had a significant value of which means that 73.8%, this would have happened by random, therefore having no direct effect on the dependent variable F INDINGS

I accept my H 1 and H 2 that gender and whether the teenagers visit online forums do have a direct effect on how many times a week they play video games BUT I cannot accept my H 3 that the interaction of these two independent variables have a direct effect the number of times they play video games per week F INDINGS

F INAL D ISCUSSION Limitations The teenagers conducted the interview over the phone after the researcher spoke to the parents Kids may lie if they feel nervous or uncomfortable in front of parents No face-to-face interviews were done which might have resulted in more truthful answers

More questions regarding other aspects of gaming could be asked for the further studying of video games and how they affect adolescence Do not ask if household has internet For modern day video games, internet is required to play online which might increase the amount of time kids play video games They do not specify what is considered a “video game” Video games range from solitaire or games on the cell phone to arcades and current generation consoles (Xbox & Playstation) F INAL D ISCUSSION

For future research Do the study with a broader age range Do not start at 12 and do not cap it at 17 Both younger and older people play video games Specify what is considered a video game and branch the research in different categories Conduct face-to-face interviews and online surveys to get a bigger sample size F INAL D ISCUSSION

R EFERENCES Funk, Jeanne “Reevaluating the Impact of Video Games” Electronic Journal of Clinical Pediatrics 32:2, Retrieved on November 29, 2012 ( Gaudiosi, John “Expert Calls Blaming Video Games On Tragic Massacres Like Oslo And Columbine Racist” Retrieved November 30, 2012 ( blaming-video-games-on-tragic-massacres-like-oslo-and-columbine- racist/) Lucas, Kristen and Sherry, J. L “Sex differences in video game play:. A communication-based explanation” Communication Research, 31 (5), ( 4/13ABAE8683A54F013C9/1?accountid=7285) Squire, Kurt “Video Games in Education” Electronic Journal of Int. J. Intell. Games & Simulation, 2:1, Retrieved November 29, 2012 ( cation_Updated.pdf) Steinkuehler, Constance and Dmitri Williams “Where Everybody Knows Your (Screen) Name: Online games as "Third Places.”" Journal of Computer-Mediated Communication, 11:4 Retrieved on December 1, 2012 (