Skip to main content

Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework

  • Conference paper
  • First Online:
Artificial Intelligence in Education (AIED 2023)

Abstract

Prompted by findings of gender differences in learning game preferences and outcomes, education researchers have proposed adapting games by gender to foster learning and engagement. However, such recommendations typically rely on intuition, rather than empirical data, and are rooted in a binary representation of gender. On the other hand, recent evidence from several disciplines indicates that gender is best understood through multiple dimensions, including gender-typed occupational interests, activities, and traits. Our research seeks to provide learning game designers with empirical guidance incorporating this framework in developing digital learning games that are inclusive, equitable, and effective for all students. To this end, we conducted a survey study among 333 5th and 6th grade students in five urban and suburban schools in a mid-sized U.S. city, with the goal of investigating how game preferences differ by gender identity or gender-typed measures. Our findings uncovered consistent differences in game preferences from both a binary and multi-dimensional gender perspective, with gender-typed measures being more predictive of game preferences than binary gender identity. We also report on preference trends for different game genres and discuss their implications on learning game design. Ultimately, this work supports using multiple dimensions of gender to inform the customization of learning games that meet individual students’ interests and preferences, instead of relying on vague gender stereotypes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Adamo-Villani, N., Wilbur, R., Wasburn, M.: Gender differences in usability and enjoyment of VR educational games: a study of SMILETM. In: 2008 International Conference Visualisation, pp. 114–119. IEEE (2008)

    Google Scholar 

  2. Aleksić, V., Ivanović, M.: Early adolescent gender and multiple intelligences profiles as predictors of digital gameplay preferences. Croatian J. Educ.: Hrvatski časopis za odgoj i obrazovanje 19(3), 697–727 (2017)

    Article  Google Scholar 

  3. Amory, A.: Building an educational adventure game: theory, design, and lessons. J. Interact. Learn. Res. 12(2), 249–263 (2001)

    Google Scholar 

  4. Arroyo, I., Burleson, W., Tai, M., Muldner, K., Woolf, B.P.: Gender differences in the use and benefit of advanced learning technologies for mathematics. J Educ. Psychol. 105(4), 957 (2013)

    Article  Google Scholar 

  5. Chou, C., Tsai, M.-J.: Gender differences in Taiwan high school students’ computer game playing. Comput. Hum. Behav. 23(1), 812–824 (2007)

    Article  Google Scholar 

  6. Chung, B.G., Ehrhart, M.G., Holcombe Ehrhart, K., Hattrup, K., Solamon, J.: Stereotype threat, state anxiety, and specific self-efficacy as predictors of promotion exam performance. Group Org. Manag. 35(1), 77–107 (2010)

    Article  Google Scholar 

  7. Cohen, J.: Statistical Power Analysis for the Behavioral Sciences. Routledge (2013)

    Book  MATH  Google Scholar 

  8. Cook, R.E., Nielson, M.G., Martin, C.L., DeLay, D.: Early adolescent gender development: the differential effects of felt pressure from parents, peers, and the self. J. Youth Adolesc. 48(10), 1912–1923 (2019)

    Article  Google Scholar 

  9. Cowan, K., et al.: Children’s digital play during the covid-19 pandemic: insights from the play observatory. Je-LKS: J. e-Learning Knowl. Soc. 17(3), 8–17 (2021)

    Google Scholar 

  10. Dale, G., Kattner, F., Bavelier, D., Green, C.S.: Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course. Psychol. Popular Media 9(3), 347 (2020)

    Article  Google Scholar 

  11. Dele-Ajayi, O., Strachan, R., Pickard, A., Sanderson, J.: Designing for all: exploring gender diversity and engagement with digital educational games by young people. In: 2018 IEEE Frontiers in Education Conference (FIE), pp. 1–9. IEEE (2018)

    Google Scholar 

  12. Dundon, R.: Teaching Social Skills to Children with Autism using Minecraft®: A Step by Step Guide. Jessica Kingsley Publishers (2019)

    Google Scholar 

  13. Farrell, D., Moffat, D.C.: Adapting cognitive walkthrough to support game based learning design. Int. J. Game-Based Learn. (IJGBL) 4(3), 23–34 (2014)

    Article  Google Scholar 

  14. Fast, A.A., Olson, K.R.: Gender development in transgender preschool children. Child Dev. 89(2), 620–637 (2018)

    Article  Google Scholar 

  15. Galdi, S., Cadinu, M., Tomasetto, C.: The roots of stereotype threat: when automatic associations disrupt girls’ math performance. Child Dev. 85(1), 250–263 (2014)

    Article  Google Scholar 

  16. GameTree Team: Industry Results: Genre and Platform Preferences (Age & Gender), https://gametree.me/blog/global-gamer-insights-report/. Last accessed 01 Nov 2023

  17. Harpstead, E., Richey, J.E., Nguyen, H., McLaren, B.M.: Exploring the subtleties of agency and indirect control in digital learning games. In: Proceedings of the 9th International Conference on Learning Analytics & Knowledge, pp. 121–129 (2019)

    Google Scholar 

  18. Higashi, R., Harpstead, E., Solyst, J., Kemper, J., Odili Uchidiuno, J., Hammer, J.: The design of co-robotic games for computer science education. In: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, pp. 111–116 (2021)

    Google Scholar 

  19. Hjorth, L., Richardson, I., Davies, H., Balmford, W.: Playing during covid-19. In: Exploring Minecraft, pp. 167–182. Springer (2020)

    Google Scholar 

  20. Hou, X., Nguyen, H.A., Richey, J.E., Harpstead, E., Hammer, J., McLaren, B.M.: Assessing the effects of open models of learning and enjoyment in a digital learning game. Int. J. Artif. Intell. Educ. 32, 1–31 (2021)

    Google Scholar 

  21. Hou, X., Nguyen, H.A., Richey, J.E., McLaren, B.M.: Exploring how gender and enjoyment impact learning in a digital learning game. In: International Conference on Artificial Intelligence in Education, pp. 255–268. Springer (2020)

    Google Scholar 

  22. Hussein, M.H., Ow, S.H., Elaish, M.M., Jensen, E.O.: Digital game-based learning in K-12 mathematics education: a systematic literature review. Educ. Inf. Technol. 27, 1–33 (2021)

    Google Scholar 

  23. Hyde, J.S., Bigler, R.S., Joel, D., Tate, C.C., van Anders, S.M.: The future of sex and gender in psychology: five challenges to the gender binary. Am. Psychol. 74(2), 171 (2019)

    Article  Google Scholar 

  24. Khan, A., Ahmad, F.H., Malik, M.M.: Use of digital game based learning and gamification in secondary school science: the effect on student engagement, learning and gender difference. Educ. Inf. Technol. 22(6), 2767–2804 (2017)

    Article  Google Scholar 

  25. Kinzie, M.B., Joseph, D.R.: Gender differences in game activity preferences of middle school children: implications for educational game design. Educ. Tech. Research Dev. 56(5–6), 643–663 (2008)

    Article  Google Scholar 

  26. Liben, L.S., Bigler, R.S.: The Development Course of Gender Differentiation. Blackwell publishing (2002)

    Google Scholar 

  27. Martin, C.L., Andrews, N.C., England, D.E., Zosuls, K., Ruble, D.N.: A dual identity approach for conceptualizing and measuring children’s gender identity. Child Dev. 88(1), 167–182 (2017)

    Article  Google Scholar 

  28. McLaren, B.M., Adams, D.M., Mayer, R.E., Forlizzi, J.: A computer-based game that promotes mathematics learning more than a conventional approach. Int. J. Game-Based Learn. (IJGBL) 7(1), 36–56 (2017)

    Article  Google Scholar 

  29. McLaren, B.M., Nguyen, H.A.: Digital learning games in artificial intelligence in education (AIED): a review. In: Handbook of Artificial Intelligence in Education, p. 440 (2023). https://doi.org/10.4337/9781800375413

  30. Nguyen, H.A., Hou, X., Richey, J.E., McLaren, B.M.: The impact of gender in learning with games: a consistent effect in a math learning game. Int. J. Game-Based Learn. (IJGBL) 12(1), 1–29 (2022)

    Article  Google Scholar 

  31. Perry, D.G., Pauletti, R.E., Cooper, P.J.: Gender identity in childhood: a review of the literature. Int. J. Behav. Dev. 43(4), 289–304 (2019)

    Article  Google Scholar 

  32. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30(4), 344–360 (2006)

    Article  Google Scholar 

  33. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum Comput Stud. 74, 14–31 (2015)

    Article  Google Scholar 

  34. Shute, V., et al.: Maximizing learning without sacrificing the fun: stealth assessment, adaptivity and learning supports in educational games. J. Comput. Assist. Learn. 37(1), 127–141 (2021)

    Article  Google Scholar 

  35. Steiner, C.M., Kickmeier-Rust, M.D., Albert, D.: Little big difference: gender aspects and gender-based adaptation in educational games. In: International Conference on Technologies for E-Learning and Digital Entertainment, pp. 150–161. Springer (2009)

    Google Scholar 

  36. Taub, M., Sawyer, R., Smith, A., Rowe, J., Azevedo, R., Lester, J.: The agency effect: the impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment. Comput. Educ. 147, 103781 (2020)

    Article  Google Scholar 

  37. Yee, N.: Beyond 50/50: Breaking Down The Percentage of Female Gamers by Genre, https://quanticfoundry.com/2017/01/19/female-gamers-by-genre. Last accessed 01 Nov 2023

Download references

Acknowledgements

This work was supported by NSF Award #DRL-2201796. The opinions expressed are those of the authors and do not represent the views of NSF.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Huy A. Nguyen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Nguyen, H.A., Else-Quest, N., Richey, J.E., Hammer, J., Di, S., McLaren, B.M. (2023). Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework. In: Wang, N., Rebolledo-Mendez, G., Matsuda, N., Santos, O.C., Dimitrova, V. (eds) Artificial Intelligence in Education. AIED 2023. Lecture Notes in Computer Science(), vol 13916. Springer, Cham. https://doi.org/10.1007/978-3-031-36272-9_45

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-36272-9_45

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-36271-2

  • Online ISBN: 978-3-031-36272-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics