رابطه بین اولویت های بازی کامپیوتر، جنسیت و توانایی چرخش ذهنی
|کد مقاله||سال انتشار||مقاله انگلیسی||ترجمه فارسی||تعداد کلمات|
|71516||2006||11 صفحه PDF||سفارش دهید||محاسبه نشده|
Publisher : Elsevier - Science Direct (الزویر - ساینس دایرکت)
Journal : Personality and Individual Differences, Volume 40, Issue 3, February 2006, Pages 609–619
This study examined how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences. Subjects were 861 German secondary-school children (mean age = 14.67; range 10–20 years). Latent class analysis with the data of a computer-game preference scale revealed three types of players: “non-players”, “action-and-simulation game players” and “logic-and-skill-training game players”. Large gender differences were found with respect to class assignment. More females than males were found in the “logic-and-skill-training game player” class (82.9%) and in the class of “non-players” (81.9%). Males in contrast were overrepresented (81.7%) in the class of “action-and-simulation game players”. As expected, males on average outperformed females in mental-rotation test performance (d = 0.63). Furthermore, ANOVA results indicated mean differences in mental-rotation ability between action-and-simulation players and non-players (partial η2 = .01) as well as age differences (partial η2 = .04). With boys, non-players on average had lower MRT scores than action-and-simulation game players. For females, computer-game preference was unrelated to MRT performance. Results are discussed within a nature–nurture-interactionist framework of gender differences in spatial abilities.