Gender, Games and Space (original) (raw)
2017, International Association for Development of the Information Society
We report here a study of spatial learning and action videogame play based on Feng et al.’s (2007) finding that 10 hours spent playing an action videogame significantly improved selective attention and mental rotation. Students with above-average scores on measures of spatial abilities, such as mental rotation, prove more successful in Science, Technology, Engineering, and Mathematics (STEM) fields (Lubinski & Benbow 2006), however females demonstrate significantly less ability in mental rotation and spatial navigation than males (Astur et al. 1998) and are, as well, significantly under-represented in STEM subjects and fields (Beede et al. 2011; Hango, 2013). This study aims to better understand the factors that affect abilities to navigate virtual spaces, to identify underlying processes different users bring to bear when navigating virtual environments, and to identify design modifications guiding the development of game-based virtual environments that support improvement in spati...
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