2009
DOI: 10.1007/s11199-009-9595-7
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Gaming, Gender, and Time: Who Makes Time to Play?

Abstract: This study of 276 US undergraduate students from a large Midwestern university provides the first research evidence of a relationship between leisure time availability and how much digital games are played. College students with less free time were less likely to spend time playing games. The findings suggest one reason women play fewer games than men is because they are required to fulfill more obligatory activities, leaving them less available leisure time, which in turn makes them less likely to "make" time… Show more

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Cited by 100 publications
(70 citation statements)
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References 21 publications
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“…Moreover, these young men (14-29) spend almost three mes more hours per week on gaming than young women. This is consistent with recent studies Winn & Heeter, 2009). …”
Section: Discussionsupporting
confidence: 94%
See 1 more Smart Citation
“…Moreover, these young men (14-29) spend almost three mes more hours per week on gaming than young women. This is consistent with recent studies Winn & Heeter, 2009). …”
Section: Discussionsupporting
confidence: 94%
“…If all age groups are included, gaming is slightly more prevalent among women than among men. This is remarkable, as videogames are considered as a typical male ac vity for many years (Winn & Heeter, 2009). Our findings suggest that although among adolescents and young adults males play rela vely more video games, it becomes a less common ac vity for them as they grow older.…”
Section: Discussionmentioning
confidence: 98%
“…The final publication can be found at DOI:10.1007/s11199-016-0678-y Additional context for gender differences in time-investment is provided by Winn and Heeter (2009). In a survey of 276 undergraduate students, women, on average, had less leisure time to spend on games than men did.…”
Section: Time-investmentmentioning
confidence: 99%
“…This genre, characterized by its positive fiction, short play time, and low complexity, seems to be especially popular with a non-traditional gamer audience such as female and older players (De Schutter, 2011;Winn & Heeter, 2009). Casual game players have often been described against a group of "hardcore GAMER STEREOTYPES AND GENDER 8 players", referring to players who prefer stereotypical masculine themes, enjoy difficult games, play large numbers of games, and invest much time and resources in their hobby (Juul, 2012).…”
Section: Gendered Game Preferencesmentioning
confidence: 99%