2006
DOI: 10.1016/j.paid.2005.07.015
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The relationship between computer-game preference, gender, and mental-rotation ability

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Cited by 197 publications
(141 citation statements)
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References 40 publications
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“…This study used three types of players: non-player, Action and simulation game players, and logic and skill training game play. So, the results found that the more than 81 % of male prefer the "Action and simulation player" while female more than 82 % prefer the "logic and skill training game play" (Quaiser-Pohl, Geiser & Lehmann, 2006). Therefore, it indicated that males and females prefer different types of games.…”
Section: Gender Issues In Gamingmentioning
confidence: 98%
See 1 more Smart Citation
“…This study used three types of players: non-player, Action and simulation game players, and logic and skill training game play. So, the results found that the more than 81 % of male prefer the "Action and simulation player" while female more than 82 % prefer the "logic and skill training game play" (Quaiser-Pohl, Geiser & Lehmann, 2006). Therefore, it indicated that males and females prefer different types of games.…”
Section: Gender Issues In Gamingmentioning
confidence: 98%
“…In a study conducted at a German secondary school, researchers examined game preferences related to a mental rotation test for performance and gender difference (Quaiser-Pohl, Geiser & Lehmann, 2006). This study used three types of players: non-player, Action and simulation game players, and logic and skill training game play.…”
Section: Gender Issues In Gamingmentioning
confidence: 99%
“…For reasons that are not well understood, results for nonviolent games such as Tetris are considerably weaker (e.g., Quaiser-Pohl, Geiser, & Lehmann, 2006;Sims & Mayer, 2002). A recent meta-analysis of studies examining the effects of violent video games on visuospatial cognition (Ferguson, 2007b) found that, after controlling for publication bias effects, video games still had a moderate effect on visuospatial cognition (r ϭ .36) where as no effect was found in studies of aggressive behavior (r ϭ .04).…”
Section: The Positive Effects Of Violent Video Gamesmentioning
confidence: 99%
“…6 The transferable nature of these abilities may also be due to the flexibility in the kinds of training video games provide, as increasing the need for switching between task demands and the requirements for adjustments in the approach or skills used has been suggested to encourage a greater level of transfer to novel situations. 7 This has been well supported by the literature, which has demonstrated that action video game players as well as nonplayers trained using action video games have a greater attentional capacity, as measured by both flanker compatibility 2,8,9 and enumeration paradigms, 10 greater mental rotation, 11,12 executive control 2,13-16 (normally measured by task switching performance, for which participants are required to alternate quickly between two conflicting tasks), and visual short-term memory (VSTM), 13 to name but a few. However, these discoveries have not gone undisputed, and several studies have reported there to be no significant differences between VGPs and NVGPs.…”
Section: Introductionmentioning
confidence: 69%
“…Moreover, research into mental rotation ability has been mixed in deciding whether males or females (or indeed both) stand to benefit from video game use. 11,12 It is therefore clear that more research is sorely needed.…”
Section: Introductionmentioning
confidence: 99%