4.5 Article

The relationship between computer-game preference, gender, and mental-rotation ability

Journal

PERSONALITY AND INDIVIDUAL DIFFERENCES
Volume 40, Issue 3, Pages 609-619

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.paid.2005.07.015

Keywords

spatial ability; mental-rotation; computer-games; gender differences

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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 eta(2) = .01) as well as age differences (partial eta(2) =.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. (c) 2005 Elsevier Ltd. All rights reserved.

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