{"title":"Connecting Spaces: Gender, Video Games and Computing in the Early Teens","authors":"Jennifer Ashlock, M. Stojnic, Zeynep Tufekci","doi":"10.1177/07311214221125802","DOIUrl":null,"url":null,"abstract":"Informed by evidence that computing attitudes may be uniquely constructed in informal contexts and that the early teens are a key period for academic decision-making, we investigate lines of practice that connect computing skills, attitudes, and videogames. We compare the relationship between computer skill, computer efficacy, and activities associated with gaming using a data set of 3,868 children in middle school. The time that children spend gaming has very modest association with skill and efficacy. Accounting for the frequency with which children modify games, engage in social gaming activities, and the salience of gamer identity explains the gender gap in computer skill and significantly narrows the gender gap in computer efficacy. We find support for the argument that computer skill and efficacy are dependent on children connecting often isolated social contexts, a socially embedded characteristic of the digital divide.","PeriodicalId":47781,"journal":{"name":"Sociological Perspectives","volume":"66 1","pages":"201 - 225"},"PeriodicalIF":2.2000,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sociological Perspectives","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1177/07311214221125802","RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"SOCIOLOGY","Score":null,"Total":0}
引用次数: 0
Abstract
Informed by evidence that computing attitudes may be uniquely constructed in informal contexts and that the early teens are a key period for academic decision-making, we investigate lines of practice that connect computing skills, attitudes, and videogames. We compare the relationship between computer skill, computer efficacy, and activities associated with gaming using a data set of 3,868 children in middle school. The time that children spend gaming has very modest association with skill and efficacy. Accounting for the frequency with which children modify games, engage in social gaming activities, and the salience of gamer identity explains the gender gap in computer skill and significantly narrows the gender gap in computer efficacy. We find support for the argument that computer skill and efficacy are dependent on children connecting often isolated social contexts, a socially embedded characteristic of the digital divide.
期刊介绍:
Established in 1957 and heralded as "always intriguing" by one critic, Sociological Perspectives is well edited and intensely peer-reviewed. Each issue of Sociological Perspectives offers 170 pages of pertinent and up-to-the-minute articles within the field of sociology. Articles typically address the ever-expanding body of knowledge about social processes and are related to economic, political, anthropological and historical issues.