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

نویسندگان

  • Claudia Quaiser-Pohl
  • Christian Geiser
  • Wolfgang Lehmann
چکیده

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-andsimulation players and non-players (partial g = .01) as well as age differences (partial g = .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–nurtureinteractionist framework of gender differences in spatial abilities. 2005 Elsevier Ltd. All rights reserved.

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تاریخ انتشار 2005