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Tobii_Emotional Response of Girls During Computer Game Play.pdf
Emotional Response of Girls During Computer Game Play
Abstract:
There is an oft-stated claim that children (both male and female) prefer video games and digital
media to more traditional forms of entertainment. Contrary to the assertions of major game
distributors, most computer and video games are still tailored to boys and not girls. Some research
documents the ways in which video games have had challenges of bridging the gap to entice girls to
game play. By testing two girls on playing Roller Coaster Tycoon, my research will explore the
divide between how entertaining and time committable girls and boys in the age group of 8-15 find
video games. If this discrepancy in taste and reaction exists in a controlled environment of video
game play amongst the groups, this may also then beg the questions of whether video games are an
en masse answer to aiding children, or if alternative measures should be sought for girls and boys to
aid literacy and learning of how to consume and connect meaning and context.
1. Introduction
There is an oft-stated claim that children (both male and female) prefer video games and digital media to
more traditional forms of entertainment. Contrary to the assertions of major game distributors, most
computer and video games are still tailored to boys and not girls. By testing two girls on playing Roller
Coaster Tycoon, my research will explore the divide between how entertaining and time committable girls
and boys in the age group of 8-15 find video games. If this discrepancy in taste and reaction exists in a
controlled environment of video game play amongst the groups, this may also then beg the questions of
whether video games are an en m
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