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  • Spring 2015

    Artym, Corbett Raymond Walter

    creation relating to genre, gender, and previous time spent playing digital games or using social media, and B) to quantitatively assess the computational thinking and game design skills demonstrated in the game they create. In the first paper, the games were classified into nine genre categories

    , identified from the literature, and their differences were compared. Results indicate a significant quadratic relationship between genders on previous time spent game playing across the different age ranges that were explored (males played more). Both genders reported playing fewer hours of games in

    -violent genres. However, when gender is a factor, males are significantly more likely to create violent action games, whereas there was no significance when testing the preferred game genre created by females. In the second paper, the Quality Practices of Game Design Survey was developed to measure the

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