Study of gender perspective in STEM degrees and its relationship with video games

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-09-19 DOI:10.1016/j.entcom.2024.100889
Ana Lavalle, Miguel A. Teruel, Alejandro Maté, Juan Trujillo
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Abstract

At present, even though gender equality is an important matter of public interest, there are still areas in higher education where male presence is overwhelming. We refer to STEM (Science, Technology, Engineering, and Mathematics) studies in general and Computer Engineering in particular where there is only 16% of female presence in Spain. This fact made us think about the reason for this inequality. We attempted to answer such questions by means of a survey filled out by 138 students of STEM university degrees. Thanks to this survey, we have been able to understand the motivations and opinions of the students of STEM degrees regarding gender perspective. Our study highlights the possible influence of computer and video game use on enrollment in STEM degrees. Furthermore, it points out the differences between men and women in computer science skills before they start their studies. The answers provided by the surveyed women showed a correlation between women who play video games and those who get better grades. In addition, women who play video games feel more integrated into STEM degrees. Finally, differences were found in gender perspective between the male and female participants.
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STEM学位中的性别视角及其与电子游戏的关系研究
目前,尽管性别平等是一个重要的公共利益问题,但在高等教育领域,男性仍然占绝大多数。我们指的是STEM(科学、技术、工程和数学)研究,特别是计算机工程,在西班牙只有16%的女性存在。这个事实让我们思考这个不平等的原因。我们试图通过一份由138名STEM大学学位学生填写的调查问卷来回答这些问题。通过这项调查,我们能够了解STEM学位学生在性别观点方面的动机和观点。我们的研究强调了电脑和视频游戏使用对STEM学位入学的可能影响。此外,它还指出了男性和女性在开始学习计算机科学之前在技能上的差异。接受调查的女性提供的答案显示,玩电子游戏的女性与取得更好成绩的女性之间存在相关性。此外,玩电子游戏的女性更能融入STEM学位。最后,男女参与者在性别观点上存在差异。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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