Introduction

We live in a technological world and any divide on gendered or other terms is detrimental. The aim of this chapter is to provide the reader with an introduction to the gendered digital divide and the gendered digital divide in relation to computer games specifically. In general, technology is viewed as masculine, and there are gender distinctions in relation to access to technologies and how technologies are used. In addition, there is a gender divide in terms of who is involved in the design and production of technology. This chapter also considers “otherness” aside from a gendered divide to include non-White representations, older gamers, and gay gamers. The chapter also considers the arguments as to whether games are good or bad, including a discussion on pro social games.

Author(s):  
Jinghui Hou

This study applied a uses and gratifications approach to investigate social games — the game applications integrated in social networking platforms. Users’ expected social gratifications and game gratifications from playing social games were examined. The investigation focused on three dimensions of game play: frequency, duration, and engagement of game activities. A hierarchical regression analysis found that social interaction and diversion are positive predictors of game play. Results suggest that there is a distinctly social aspect to social games that reflects their social networking characteristics. Social games should be described as social media rather than as just one category of online computer games.


2016 ◽  
Vol 29 (1) ◽  
pp. 99-119 ◽  
Author(s):  
Aihui Chen ◽  
Yaobin Lu ◽  
Bin Wang

Purpose – Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper is to explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment. The authors also examine the relationships between perceived enjoyment, subject norm, perceived critical mass, intention to play, and actual behavior. Design/methodology/approach – This paper develops a research model including nine hypotheses. Using a survey questionnaire, empirical data were collected from 169 actual social game players. Structured equation modeling was used to test the proposed research models. Findings – Social identification, social interaction, and diversion significantly influence perceived enjoyment. Perceived enjoyment significantly influences the intention to play, which in turn significantly influences the actual behavior. Moreover, subject norm and perceived critical mass play different roles in determining the intention to play and the actual behavior. Practical implications – The results of this study provide social game practitioners with a set of rich insights into guidelines on designing specific social and gaming characteristics to improve users’ perceived enjoyment and actual playing behavior. Originality/value – Through analyzing characteristics of social games, The authors emphasize the difference between social games and other online games or computer games and recognize the enhancing role of social and gaming factors on perceived enjoyment. Findings of this study contribute to the literature on social games.


2015 ◽  
pp. 799-817
Author(s):  
Hatice Sancar Tokmak ◽  
Lutfi Incikabi

Mathematics experiences in the early years of education can help children be more prepared for the future. Mathematics is known to be one of the most difficult learning areas. Computer games in today's technological world seem to offer a way to educate young children in mathematics in a fun and engaging way. However, success does not rely solely on the technology itself, but also how it is used during instruction. For that reason, early childhood teachers have a responsibility to integrate technology into their instruction, and to understand such technologies with regard to content and audience. Therefore, this chapter provides an example of how to incorporate educational computer games into upper-level education courses. The instructor designed the course described in this chapter to teach early childhood teachers how to integrate educational computer games for the purpose of teaching mathematics to young children.


2021 ◽  
Vol 28 (1) ◽  
pp. 29-45
Author(s):  
Chhavi Garg

Blurring various boundaries of age, place of residence (urban/rural) and sociocultural–economic factors, the mobile phone has become an integral part of everyday life of almost everyone in this world. Through the identification of differences in accessibility and use of technology including the mobile phone, a digital divide is seen to be emerging, and what is of great concern is the emergence of a digital gender divide. The article is based on a study of mobile phone use by rural illiterate women in India, exploring whether three different parameters, namely, place of residence (rural or urban), gender and illiteracy, are hindering the use of the mobile phone or not. Nearly 85 per cent of the rural illiterate women studied were found to be using a mobile phone without necessarily owning it. It was their quickest means of communication and receiving information. A further improvement such as a community radio through which interaction with the outside world can be facilitated should be encouraged.


2021 ◽  
Author(s):  
Lina Shouman ◽  

Abstract The digital revolution has paved the way to a digital world that stimulates economic growth, develops health outcomes, and raises millions out of poverty by means of new technologies and services. The COVID-19 outbreak hastened the implementation of digital solutions at an exceptional speed, producing unforeseen opportunities for alternative methods to social and economic life. On the other hand, the COVID-19 crisis threatens to repel hard-won achievements in gender equality, further revealing women’s vulnerabilities based on their already existing economic, social and political situations. Tackling the digital gender divide is essential to guaranteeing sustainability of women’s livelihood. Therefore, the aim of this study is to find out if the COVID-19 crisis is enforcing existing digital inequality keeping in mind that failure to address the gender digital divide will increase gender inequality. Keywords: Digital revolution, COVID-19, gender equality, digital gender divide, digital inequality


In this chapter, the authors consider how computer games can be beneficial for learning and education purposes. How computer games can start the learning progress, capture the imagination, enable creativity and storytelling, and provide an understanding of the power of computing is discussed. Also considered is how games might introduce girls (and boys) to a wide range of 21st century skills, which may lead to greater engagement in science, technology, and engineering subjects. However, due to the masculinity of computer games and the computer game culture more generally, the gender divide is a major disadvantage in the uptake of games for learning.


2018 ◽  
Vol 19 (4) ◽  
pp. 115-125
Author(s):  
Magdalena Hofman-Kohlmeyer

Internet development and demographic changes among users of computer games caused that the players became an attractive target market in the sale of products and consumer services. Inside the virtual worlds of games, especially in social games such as Second Life, products from various industries and brands are purchased. With the appearance of this phenomenon, scholars focused on understanding of virtual consumption and explore certain regularities and similarities in relation to purchase behavior in the real world. This article aims to present current knowledge in the field of a needs and purchase behaviors in the computer social games based on literature review. The directions of future research will be also presented.


In this age of digital revolution, one of the most significant inequalities that prevail across all social and economic groups is the gender divide. The limitation, obstacle and challenges faced by the women across the globe prevent them to access and use the information technology. There is an underrepresentation of women in the decision-making structures in the digital information society, where they are considered as technophobic, wherein the plans and policies were gendersensitive. The constraining elements in relation to women’s usage of technology lie in the socio-economic and cultural barriers laid down by society. Gender bias-ness exists in the attitude of using information technology. The cultural norms forbid women’s interaction with the outside society which restricts them from the usage of ICT. In addition, the disparity in the education and income sectors, social class and geographic locations cast a shadow in the usage of the ICT. But a contradictory situation exists in the present postmodern society, where women are gaining education and income opportunity, where ICT as a digital tool has enabled them to overcome this long-lasting inequality, contribute in the community building and decision-making process. It has provided them with the freedom of interaction and shares their opinions and gathers information across the information society. But the United Nation World Summit on the Information Society (2003-2005, 2017) highlighted that gender digital divide still persist in the society. Like so, the question remains whether the gender digital divide is hype or reality? So, this paper will try to examine the gender divide existing in this digital information society.


Author(s):  
David Gibson ◽  
William Halverson ◽  
Eric Riedel

The divergence between the generation of people who grew up before versus after computer games became ubiquitous – a new kind of digital divide - is characterized by differences in thinking patterns, perceptions about the world, approaches to challenges, evaluation of risks, and expectations about leading and interacting with other people. Some argue that because of these sorts of differences, students of today have new expectations about learning, which suggests that we need new approaches to teaching and gamer teachers (the pun is intended). This chapter outlines a potential framework for research on teaching that understands and uses the power of computer games and simulations to improve student achievement. Along the way, we raise new research questions, which we hope that you and others will help answer.


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