Connecting Spaces: Gender, Video Games and Computing in the Early Teens

IF 2.2 3区 社会学 Q2 SOCIOLOGY
Jennifer Ashlock, M. Stojnic, Zeynep Tufekci
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引用次数: 0

Abstract

Informed by evidence that computing attitudes may be uniquely constructed in informal contexts and that the early teens are a key period for academic decision-making, we investigate lines of practice that connect computing skills, attitudes, and videogames. We compare the relationship between computer skill, computer efficacy, and activities associated with gaming using a data set of 3,868 children in middle school. The time that children spend gaming has very modest association with skill and efficacy. Accounting for the frequency with which children modify games, engage in social gaming activities, and the salience of gamer identity explains the gender gap in computer skill and significantly narrows the gender gap in computer efficacy. We find support for the argument that computer skill and efficacy are dependent on children connecting often isolated social contexts, a socially embedded characteristic of the digital divide.
连接空间:青少年早期的性别、电子游戏和计算机
有证据表明,计算态度可能是在非正式环境中独特构建的,青少年早期是学术决策的关键时期,我们调查了将计算技能、态度和视频游戏联系起来的实践路线。我们使用3868名中学生的数据集比较了计算机技能、计算机效能和与游戏相关的活动之间的关系。孩子们玩游戏的时间与技能和效能之间的关系很小。考虑到儿童修改游戏、参与社交游戏活动的频率,以及玩家身份的显著性,可以解释计算机技能的性别差距,并显著缩小计算机效能的性别差距。我们发现这一论点得到了支持,即计算机技能和效能取决于儿童连接往往是孤立的社会环境,这是数字鸿沟的一个社会嵌入特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.70
自引率
4.20%
发文量
38
期刊介绍: Established in 1957 and heralded as "always intriguing" by one critic, Sociological Perspectives is well edited and intensely peer-reviewed. Each issue of Sociological Perspectives offers 170 pages of pertinent and up-to-the-minute articles within the field of sociology. Articles typically address the ever-expanding body of knowledge about social processes and are related to economic, political, anthropological and historical issues.
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