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Questioning video games' influence on CS interest

Published: 26 April 2009 Publication History

Abstract

In this paper, we examine the relationship between digital games and interest in computer science. When we undertook this research, our goal was to expand upon past work that explores video games as a positive influence on students' interest in CS. We utilized both quantitative and qualitative research methods with a large technically and academically competent subject pool. We hypothesized that subjects with more years and intensity of playing video games would have a stronger interest in computer science. While we did find a small relationship, the proportion of the total responses accounted for by the relationship is only 8%. This suggests that while gaming may be correlated to an interest in CS, it is a small correlation and other variables must be considered more influential.

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  • (2021)A Behavior Analytic Perspective on Treatment of Problem Gaming and Problem Social Media UseThe Psychological Record10.1007/s40732-021-00465-yOnline publication date: 4-May-2021
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cover image ACM Other conferences
FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. games
  2. informal education
  3. race

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)Human Use of Vintage Beings: How to Harness the Shock of the OldHCI in Games10.1007/978-3-031-60695-3_15(220-246)Online publication date: 30-May-2024
  • (2022)With a Rise in Computing Disciplines Comes a Greater Choice of Computing Degrees in Higher EducationProceedings of the 22nd Koli Calling International Conference on Computing Education Research10.1145/3564721.3565946(1-11)Online publication date: 17-Nov-2022
  • (2021)A Behavior Analytic Perspective on Treatment of Problem Gaming and Problem Social Media UseThe Psychological Record10.1007/s40732-021-00465-yOnline publication date: 4-May-2021
  • (2020)Exploring Transformative Fandom to Broaden Participation in ComputingCompanion Proceedings of the 2020 ACM International Conference on Supporting Group Work10.1145/3323994.3371014(7-10)Online publication date: 6-Jan-2020
  • (2019)Learning Sciences for Computing EducationThe Cambridge Handbook of Computing Education Research10.1017/9781108654555.009(208-230)Online publication date: 15-Feb-2019
  • (2019)The Cambridge Handbook of Computing Education Research10.1017/9781108654555Online publication date: 15-Feb-2019
  • (2018)Programming in secondary schools in NorwayProceedings of the 4th Conference on Gender & IT10.1145/3196839.3196867(175-182)Online publication date: 14-May-2018
  • (2017)Understanding Gaming Perceptions and Experiences in a Women's College CommunityProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025623(1544-1557)Online publication date: 2-May-2017
  • (2016)Attendance and grades in learning programming classesProceedings of the Australasian Computer Science Week Multiconference10.1145/2843043.2843061(1-6)Online publication date: 1-Feb-2016
  • (2014)Medium probesProceedings of the 2014 conference on Designing interactive systems10.1145/2598510.2598580(239-248)Online publication date: 21-Jun-2014
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