The impact of gender on self-presence and attitude of primary school students toward virtual reality games

Authors

  • Ευαγγελία Αμπράση Δημοκρίτειο Πανεπιστήμιο Θράκης
  • Νικόλαος Βερναδάκης
  • Αγγελική Συροπούλου
  • Ελένη Ζέτου
  • Παναγιώτης Αντωνίου
  • Μαρία Γιαννούση

Abstract

The purpose of this study was to determine the impact of gender on self-presence and attitude of primary school students toward virtual reality games. Participants were 134 primary school students (n=134) in the prefecture of Dodecanese (71 boys and 63 girls), 6 to 12 years of age. Participants attended a motor skill program based on full immersive virtual environments (Playstation VR). As measuring instrument, a part of Ho, Lwin, Sng & Yee (2017) questionnaire was used, particular the factors: “self-presence” and “attitude toward exergames”, on 5-point scales, anchored on “strongly disagree” (1) to “strongly agree” (5). An   independent sample t-test was used. From the data analysis there was no significant difference between students of different gander in the factor of self –presence which evaluates the loss of participants’ self –awareness, loss of environmental awareness, changing the sense of time and emotional engagement during the game, and in the factor of attitude toward exergames which evaluates the participants’ agreement with six statements of behavior. In conclusion the participants, regardless of their gender, had a positive self-presence and attitude in their participation in virtual reality games.

References

Bacard, A. (1993). Welcome to virtual reality. Humanist, 53(2), 42-43.

Barlett, C. P., Anderson, C. A., & Swing, E. L. (2009). Video Game Effects Confirmed, Suspected, and Speculative. A Review of the Evidence. Simulation & Gaming, 40(3), 377-403.

Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video game performance. Sex roles, 36(11/12), 793-812.

Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the '90s: Children's time commitment and game preference. Children Today, 24, 12-16.

Cassell, J., & Jenkins, H. (Eds.) (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, MA: MIT.

Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.

Chumbley, J., & Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play. Cyber psychology & behavior, 9(3), 308-316.

Cohen, J. (1988), Statistical power analysis for the behavioral sciences (2nd ed.), Hills-dale, NJ: Lawrence Earlbaum Associates

Colwell, J., & Payne, J. (2000). “Negative Correlates of Computer Game Play in Adolescents.” British Journal of Psychology, 91, 295-310.

Comrey, A. L. (1988). Factor-analytic methods of scale development in personality and clinical psychology. Journal of Consulting and Clinical Psychology, 56, 754-761.

Costello, A. B., & Osborne, J. (2009). Best practices in exploratory factor analysis: Four recommendations for getting the most from your analysis. Pan-Pacific Management Review, 12(2), 131-146.

de Oliveira Malaquias, F., & Malaquias, R. (2017). The role of virtual reality in the learning process of individuals with intellectual disabilities. Technology and Disability, 28(4), 133-138, http://dx.doi.org/10.3233/tad-160454.

Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62, 159-162.

Eden, A., Maloney, E., & Bowman, N. D. (2010). Gender Attribution in Online Video Games. Journal of media psychology theories methods and applications, 22(3), 114-124.

Floyd, F. J., & Widaman, K. F. (1995). Factor analysis in the development and refinement of clinical assessment instruments. Psychological Assessment, 7(3), 286-299.

Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32, 86-90.

Funk, J. B., & Buchman, D. D. (1996). Children’s perceptions of gender differences in social approval for playing electronic games. Sex roles, 35(3/4), 219-231.

Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46, 19-32.

Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D.A. Douglas (Ed.), Media Violence and Children (pp. 131-152). Westport, CT: Praeger.

Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to Video Games Among Gender and Age Groups, Simulation & Gaming, 41(2), 238–259, http://dx.doi.org/10.1177/1046878108319930.

Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.

Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators, Journal of community & applied social psychology, 5, 189-193.

Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532–539. http://dx.doi.org/10.1016/j.chb.2010.10.001.

Hartmann, T., & Klimmt, C. (2006). Gender and Computer Games: Exploring Females’ Dislikes, Journal of Computer-Mediated Communication, 11, 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x

Ho, S., Lwin, M., Sng, J., & Yee, A. (2017). Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames. Computers in Human Behavior, 72, 381-389. http://dx.doi.org/10.1016/j.chb.2017.03.001

Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012). Gender and player characteristics in video game play of preadolescents, Computers in Human Behavior, 28, 1782-1789.

Hopp, T., & Fisher, J. (2017). Examination of the relationship between gender, performance, and enjoyment of a first –person shooter game, Simulation & Gaming, 48(3), 338-362. http://dx.doi.org/10.1177/1046878117693397.

Ivory, J. D. (2006). Still a Man’s Game: Gender Representation in Online Reviews of Video Games, Mass communication & society, 9(1), 103-114.

Kaiser, H. F. (1960). The application of electronic computers to factor analysis. Educational and Psychological Measurement, 20, 141-151.

Kaplan, S. J. (1983). The image of amusement arcades and differences in male and female video game playing. Journal of Popular Culture, 16, 93-98. http://dx.doi.org/10.1111/j.0022-3840.1983.1701_93.x.

Kirsh, S. J., Olczak, P. V. & Mounts, J. R. W. (2005). Violent Video Games Induce an Affect Processing Bias. Media Psychology, 7, 239-250.

Kivikangas, J. M., Katsyri, J., Jarvela, S., & Ravaja, N. (2014). Gender Differences in Emotional Responses to Cooperative and Competitive Game Play, Plos one, 9(7). http://dx.doi.org/10.1371/journal.pone.0100318.

Lin, S., & Lepper, M. R. (1987). Correlates of Children’s Usage of Videogames and Computers’, Journal of applied social psychology, 17(1), 72-93.

Lucas, K., & Sherry, J. L. (2004). Sex Differences in Video Game Play: A Communication-Based Explanation. Communication research, 31(5), 499-523. http://dx.doi.org/10.1177/0093650204267930.

Ogletree, S. M., & Drake, R. (2007). College Students’ Video Game Participation and Perceptions: Gender Differences and Implications, Sex roles, 56, 537-542. http://dx.doi.org/10.1007/s11199-007-9193-5.

Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education. A literature review. Computers & Education, 53, 603-622.

Provenzo, E. F., Jr. (1991). Video kids: Making sense of nintendo. Cambridge, MA: Harvard University Press.

Ravi, D., Kumar, N., & Singhi, P. (2017). Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review. Physiotherapy, 103(3), 245-258. http://dx.doi.org/10.1016/j.physio.2016.08.004

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347-363. http://dx.doi.org/10.1007/s11031-006-9051-8.

Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: The MIT Press.

Vernadakis, N., Gioftsidou, A., Antoniou, P., Ioannidis. D. & Giannousi, M. (2012). The impact of Nintendo Wii to physical education students’ balance compared to the traditional approaches. Computers & Education.59, 196-205.

Wilder, G., Mackie, D., & Cooper, J. (1985). Gender and computers: Two surveys of computer-related attitudes. Sex Roles, 13, 215-228. http://dx.doi.org/10.1007/BF00287912.

Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for Gender: Gender Roles and Behaviors Among Online Gamers, Journal of communication, 59, 700-725. http://dx.doi.org/10.1111/j.1460-2466.2009.01453.x.

Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile, Journal of Computer-Mediated Communication, 13, 993–1018. http://dx.doi.org/10.1111/j.1083-6101.2008.00428.x.

Worthington, R. L., & Whittaker, T. A. (2006). Scale development research: A content analysis and recommendations for best practices. The Counseling Psychologist, 34(6), 806-838.

Wright, J. C., Huston, A. C., Vandewater, E. A., Bickham, D. S., Scantlin, R. M., Kotler, J. A., Caplovitz, A. G., & Lee, J. (2001). American children’s use of electronic media in 1997: A national survey. Applied Developmental Psychology, 22(1), 31–47.

Yee, N. (2007). Motivations of play in online games. CyberPsychology & Behavior, 9, 772–775.

Zhang, X., Liu, C., Wang, L. & Piao Q. (2010). Effects of Violent and Non-violent Computer Video Games on Explicit and Implicit Aggression. Journal of Software, 5(9), 1014-1021.

Published

2023-04-09

How to Cite

Αμπράση Ε., Βερναδάκης Ν., Συροπούλου Α., Ζέτου Ε., Αντωνίου Π., & Γιαννούση Μ. (2023). The impact of gender on self-presence and attitude of primary school students toward virtual reality games. Exercise and Society, 2. Retrieved from http://83.212.133.37/ojs/index.php/ExSoc/article/view/380

Issue

Section

Education, Didactic and Sports Phsychology