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Gaming the SySTEM

The Relationship Between Video Games and the Digital and STEM Divides

Bibliographic Data

ID2409708
AuthorsC 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)
Year2020
Volume15
Issue5
Pages501-528
Publication date2020-07-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412018812513
OpenAlexW2903016611
LanguageEN
Citations received15
References cited53

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 works15
Citations per year2,5
Citation span2020 - 2026 (7)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 13

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