COMPUTER GAME PRACTICE IN AN ADOLESCENTS' GROUP
Keywords:
computer games, adolescents, habits and preferences, gender differencesAbstract
With a questionnaire elaborated by the main author and collectively administered, it was examined the computer game-playing habits among an adolescents’ group (40 males and 26 females, 6th to 8th grade, from a private school of Campinas/SP and with middle/middle-high socioeconomic status). Males played more than females but in both sexes, the time dedication decreased from 6th-7th to 8th grade. Among
males became evident: the heteronomous control (parents) of time playing and the autonomous control; a predominant preference to sport games among the elders, and to sport or action games among the youngsters; the main causes of predilection were the challenges/strategies demands and the game contents. Among females, predominated the autonomous
control and their motivation degree to computer games; there haven’t clearly manifested preferences to different game types, but the challenges/
strategies demands and the aroused amusement/interest were the major
reasons for individuals predilections. Discussions focused the identified gender differences and parent’s control.
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