“We have never-forgetful flowers in our garden”: girls' responses to electronic games
Journal of Computers in Mathematics and Science Teaching
Drawings on napkins, video-game animation, and other ways to program computers
Communications of the ACM
The incredible shrinking pipeline
Communications of the ACM
Do computer games need to be 3D?
ACM SIGGRAPH Computer Graphics
Role of interface manipulation style and scaffolding on cognition and concept learning in learnware
ACM Transactions on Computer-Human Interaction (TOCHI)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An ACM-W literature review on women in computing
ACM SIGCSE Bulletin - Women and Computing
Pool halls, chips, and war games: women in the culture of computing
ACM SIGCSE Bulletin - Women and Computing
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Off-task behavior in the cognitive tutor classroom: when students "game the system"
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Increasing the number of women majoring in computer science: what works?
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Modeling and understanding students' off-task behavior in intelligent tutoring systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Dynamics of Affective Transitions in Simulation Problem-Solving Environments
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Affect and Usage Choices in Simulation Problem-Solving Environments
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
Gender differences in students' mathematics game playing
Computers & Education
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Are there repercussions from 3D graphics being used in the majority of current video games? This research investigates whether the use of 2D and 3D graphics in video games affect the extent of how attracted a male is to playing an electronic game versus how attracted a female is. Published research indicates males outperform women in 3D virtual environments; this research illustrates that gender has an influence on how attracted an individual is to an electronic game. Over the course of two weeks participants took part in a study to assess whether 2D and 3D video games attract females and males differently. A multimethod (quantitative and qualitative) research design was used analogous to that of Sedig et al. [2001]. Data collection included various measures and approaches for cross-validation. Results indicate that if an electronic game is to appeal to the majority of female players, the game should be 2D, easy, and fun; if the game is to appeal to the majority of male players, the game should be 3D, challenging, and fun.