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Gaming, Gender, and Time: Who Makes Time to Play?
16 references·5 citing·44 second hop
Gaming, Gender, and Time: Who Makes Time to Play? (2009)Gaming, Gender, and Time: Who Makes Time …Digital Game-Based Learning (2020)Digital Game-Based LearningGeneration M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Measuring Trends in Leisure: The Allocation of Time Over Five Decades (2007)Measuring Trends in Leisure: …The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Measuring Trends in Leisure: The Allocation of Time over Five Decades (2006)Measuring Trends in Leisure: …Gender Differences in the Quantity and Quality of Free Time: The U.S. Experience (2003)Gender Differences in the Qua…Digital game-based learning (2003)Digital game-based learningThe Impact of Home Computer Use on Children's Activities and Development (2000)The Impact of Home Computer U…Millennials Rising: The Next Great Generation (2000)Millennials Rising: The Next …How young children spend their time: Television and other activities. (1999)How young children spend thei…How children and adolescents spend time across the world: Work, play, and developmental opportunities. (1999)How children and adolescents …The rising curve: Long-term gains in IQ and related measures. (1998)The rising curve: Long-term g…From Barbie® to Mortal Kombat (1998)From Barbie® to Mortal KombatFrom Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Encyclopedia of human intelligence (1995)Encyclopedia of human intelli…Mind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach (2017)Mutable technology, immutable…Will Women Lead the Way? Differences in Demand for Corporate Social Responsibility Information for Investment Decisions (2012)Will Women Lead the Way? Diff…The Prevalence of Problematic Video Gamers in The Netherlands (2012)The Prevalence of Problematic…Millennials and Masculinity: A Shifting Tide of Gender Typing of ICT? (2010)Millennials and Masculinity: …Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Cheerleaders/booth babes/Halo…Individualism and Collectivism (1976)Human Capital (1983)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Socioeconomic Status and Health: The Potential Role of Environmental Risk Exposure (2002)Extracurricular Activities and Adolescent Development (2003)PISA 2018 Assessment and Analytical Framework (2019)The Second Shift (1989)Social Capital in the Creation of Human Capital (2000)The Wage Penalty for Motherhood (2001)Work and Family Research in the First Decade of the 21st Century (2010)Revisiting the Gender Gap in Time-Use Patterns (2011)The Production of Inequality: The Gender Division of Labor Across the Transition to Parenthood (2015)Trust: The Social Virtues and the Creation of Prosperity (1996)Evaluating the use of exploratory factor analysis in psychological research. (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)The Strength of Weak Ties (1973)Toward a Theory of Intrinsically Motivating Instruction* (1981)Life on the Screen: Identity in the Age of the Internet (1997)Online Communication and Adolescent Well-Being: Testing the Stimulation Versus the Displacement Hypothesis (2007)Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study. (2008)The Media and Technology Usage and Attitudes Scale: An empirical investigation (2013)A Theory of the Allocation of Time (1965)Bowling alone (2000)Bowling alone: the collapse and revival of American community (2000)The his and hers of prosocial behavior: An examination of the social psychology of gender. (2009)Unequal we stand: An empirical analysis of economic inequality in the United States, 1967–2006 (2009)Growth and Structural Transformation (2013)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)The ‘digital natives’ debate: A critical review of the evidence (2008)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Modeling habitual and addictive smartphone behavior (2015)
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References

  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2000Millennials Rising: The Next Great Generation2,542 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 1999How children and adolescents spend time across the world: Work, play, and developmental opportunities.1,164 cited
  • 2007Measuring Trends in Leisure: The Allocation of Time Over Five Decades1,023 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2003Gender Differences in the Quantity and Quality of Free Time: The U.S. Experience501 cited
  • 2000The Impact of Home Computer Use on Children's Activities and Development481 cited
  • 2006Measuring Trends in Leisure: The Allocation of Time over Five Decades442 cited
  • 1995Encyclopedia of human intelligence410 cited
  • 1998The rising curve: Long-term gains in IQ and related measures.379 cited
  • 1998From Barbie® to Mortal Kombat354 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers337 cited

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  • 1999How young children spend their time: Television and other activities.269 cited
  • Cited by

    • 2009Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys128 cited
    • 2012The Prevalence of Problematic Video Gamers in The Netherlands128 cited
    • 2012Will Women Lead the Way? Differences in Demand for Corporate Social Responsibility Information for Investment Decisions34 cited
    • 2010Millennials and Masculinity: A Shifting Tide of Gender Typing of ICT?19 cited
    • 2017Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach18 cited