Gaming the SySTEM
The Relationship Between Video Games and the Digital and STEM Divides
Bibliographic Data
| ID | 2409708 |
|---|---|
| Authors | C Ball (0000-0003-3241-2985, Michigan State University, corresponding author), Kuo-Ting Huang (0000-0001-5426-558X, Michigan State University), Shelia R Cotten (0000-0002-8657-8262, Michigan State University), R V Rikard (0000-0003-2201-553X, Michigan State University) |
| Year | 2020 |
| Volume | 15 |
| Issue | 5 |
| Pages | 501-528 |
| Publication date | 2020-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412018812513 |
| OpenAlex | W2903016611 |
| Language | EN |
| Citations received | 15 |
| References cited | 53 |
Science, technology, engineering, and mathematics (STEM) careers are increasingly vital for countries, such as the United States and United Kingdom, to remain innovative and productive in the 21st century. Despite the growing demand and lucrative nature of STEM fields, minorities have remained traditionally underrepresented in STEM careers, possibly due to digital divide factors. In this study, we use social cognitive theory to explore the potential of video gameplay to provide a means of increasing minority students' comfort with information and communication technologies, thereby increasing their positive STEM attitudes. Data were gathered during a large-scale computing intervention in an elementary school district in the southeastern United States. The results indicate that video game experiences may influence STEM attitudes via the mediating role of computer self-efficacy and emotional costs. Video gameplay, including games for entertainment, may be beneficial for young digitally divided populations as it may provide them with positive enactive experiences with technology
Digital era · Digital video · Entertainment · Intervention (counseling · Multimedia · Political science · Public relations · Social cognitive theory · Telecommunications · The Internet · Video game · World Wide Web · Child Development and Digital Technology · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Social Psychology
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| Unique citing works | 15 |
|---|---|
| Citations per year | 2,5 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 13 |