Also, at least some of the preference males have for videogames over females is that a majority are designed & marketed with a male audience in mind.
Brain research on boys’ preference for video games and girls’ for social media
81–90 of 199 posts
Re: Brain research on boys’ preference for video games and girls’ for social media
#82Here is one of the actual studies, which is much less annoying to read: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6234325/?mod=ar... I was particularly interested in the participant selection section; they did go to an effort to select male and female participants with similar gaming habits. However, this doesn't mean that the only explanation for the different "craving" response is a fundamental difference betwee…
This argument is superficially compelling but I fear that it is ultimately argument from ignorance. It is true that we don’t know everything. You even offer a fairly elaborate example of something that we don’t know whether it happened or not. It could be true. The problem here is that you offer no evidence to support whether it is true or not. Now it’s story time and instead of evaluating the studies and working wit…
Arguably the only ethical way of removing external social conditioning might be to find a regional social setting which lacks that specific element in order to evaluate the statistical impact by comparing results that should be similar between the two environments.
Re: Brain research on boys’ preference for video games and girls’ for social media
#83Aren't the majority of gamers female anyway? [0] [0] https://www.theguardian.com/commentisfree/2014/sep/18/52-per...
Re: Brain research on boys’ preference for video games and girls’ for social media
#84A super uneducated guess here would be that boys choose more to participate in skills-based competition and girls gravitate more towards relationship-based communal activities?
Re: Brain research on boys’ preference for video games and girls’ for social media
#85The original (more clicky baity) said "brain differences", which really isn't born out by the article. It seems highly likely that these preferences are socially constructed. I have two kids under the age of 10, and both play video games with the same fervor & intensity. Neither are allowed on social media yet. (yes, that's a sample size of 1, so it's hardly authoritative, just a case-in-point) Also, at least some of…
I can vaguely justify it for games - early programmers were men (for reasons) and they made games so early gamers were also men... if game companies picked up on that, the advertising could propagate that initial imbalance until present day.
What about social media? It only became popular in the past few years, seemingly out of nowhere... Maybe it was just filling a void (boys were playing games, girls had nothing to do so they spent time on social media) but this seems a bit forced argument...
Re: Brain research on boys’ preference for video games and girls’ for social media
#86All of the games I played as a kid were clearly designed for boys and young men (featuring all of the typical things like guns and heavy machinery that men are well known to like more than women). That's just how the market was. If it's like that today, then it is no wonder that boys exhibit signs of enjoying video games more.
There are plenty of games "for girls" (the hidden-object and life-simulation genres are almost exclusively consumed by women, regardless of theming) but they're not marketed with quite the high-budget superbowl ad-campaign effort that games "for boys" are. I've encountered the situation many times where I'll find out one of my female friends doesn't play video games. I'll ask why, and—disregarding the people who just…
Also, IMO, Puzzle Environment is (hopefully) non-gendered, but I've never seen stats for it.
Re: Brain research on boys’ preference for video games and girls’ for social media
#87Earlier quoted context omitted.
I assume an example of a "life-simulation" game is the Sims? What are "hidden-object" games?
Just what it sounds like - there are objects in a picture and you need to spot them. You'd get a list of 10 objects(guitar, owl, hamper, etc) and you need to find them in a picture of a room. The objects frequently aren't hidden per se but are just hard to spit because there might be 100 objects in the picture.
You can add time pressure; things that only appear once you've found other things; hybridize the mechanics with those of other genres, like adventure-game-like puzzle minigames to combine or use objects; etc.
In some sense, any game where progression is gated by a threshold of gathered collectables—and where the hard part is detecting the collectable, not navigating to or otherwise retrieving the collectable—is a hidden-object game. Pokemon Snap is a hidden-object game—the objects are shot compositions. The Ace Attorney games are hidden-object games—the objects are literal evidence, but then during the trials they're evidence+opportunity pairings. "Hacking" games, where you detect vulnerabilities to exploit, are hidden-object games. Trade-war or Elite type games (i.e. inefficient-market exploitation simulators) are, on an abstract level, hidden-object games. :)
And, of course, games in other genres can employ hidden-object mechanics, too. Platform games have special coins in out-of-the-way locations, where the challenge is just inferring that that was a visitable place to begin with. RPGs have treasure that shows up as little often-hard-to-spot motes of light on the field rather than big obvious chests. Etc.
Re: Brain research on boys’ preference for video games and girls’ for social media
#88All of the games I played as a kid were clearly designed for boys and young men (featuring all of the typical things like guns and heavy machinery that men are well known to like more than women). That's just how the market was. If it's like that today, then it is no wonder that boys exhibit signs of enjoying video games more.
There is no shortage of video games both enjoyed by boys and girls. One popular "game" among younger children is "Roblox". It appeals to both girls and boys. My son tends to enjoy the more high paced action type games and my daughters enjoy the ones focused on running a store, dress up etc. They all enjoy playing games but my son can play for a much longer period of time. My daughters seem to get bored quicker and sw…
It still seems to be mostly marketed at boys. Looking at the itunes store page, first item is a video with running, shooting, fighting, racing cars and burning armors. Second photo a mosaic, third fighting armors, fourth a robotic cowboy, fifth ninja like armors. https://apps.apple.com/jp/app/roblox/id431946152
Both genders might enjoy, but wouldn’t there be more content and more optimization towards boys play style ?
Re: Brain research on boys’ preference for video games and girls’ for social media
#89All of the games I played as a kid were clearly designed for boys and young men (featuring all of the typical things like guns and heavy machinery that men are well known to like more than women). That's just how the market was. If it's like that today, then it is no wonder that boys exhibit signs of enjoying video games more.
Okay, so either men liking guns, heavy machinery, and videogames more than women comes from a inherent, biological difference between men and women, or it all comes from a huge, complex social construct that has been cultivated and dominant for centuries. Which one is it, then?
Re: Brain research on boys’ preference for video games and girls’ for social media
#90You sort of have to be willfully ignorant to avoid acknowledging the things vs people dichotomy.