{"title":"Digital Gameplay Habits and Multiple Intelligences Profile of Early Adolescents Living in Rural Areas","authors":"V. Aleksić, M. Ivanović","doi":"10.1109/ICALT.2017.35","DOIUrl":null,"url":null,"abstract":"The purpose of the research is to provide an empirical insight into the gameplay preferences and multiple intelligences profile of early adolescents living in rural areas. It was found that the early adolescent males living in rural areas played digital games about two times more than females did, and that the average weekly gameplay time increased as students grew. Females achieved significantly higher levels of Bodily/kinesthetic intelligence than males did. Gender and age can be observed as predictors of average daily gameplay time. The levels of Visual/spatial, Verbal/linguistic, Interpersonal and Natural intelligence can be observed as the predictors of average weekly gameplay time. Socio-cultural influence of the living environment presented a significant factor for digital gameplay habits and multiple intelligence profile of early adolescents.","PeriodicalId":134966,"journal":{"name":"2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICALT.2017.35","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
The purpose of the research is to provide an empirical insight into the gameplay preferences and multiple intelligences profile of early adolescents living in rural areas. It was found that the early adolescent males living in rural areas played digital games about two times more than females did, and that the average weekly gameplay time increased as students grew. Females achieved significantly higher levels of Bodily/kinesthetic intelligence than males did. Gender and age can be observed as predictors of average daily gameplay time. The levels of Visual/spatial, Verbal/linguistic, Interpersonal and Natural intelligence can be observed as the predictors of average weekly gameplay time. Socio-cultural influence of the living environment presented a significant factor for digital gameplay habits and multiple intelligence profile of early adolescents.