College Students, Video Games, and Gender

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As technology advances in America, its youth embrace the many creations in today’s world. A very prominent technology used by American youth is video game systems. In Shirley Matile Ogletree and Ryan Drake’s article “College Students’ Video Game Participation and Perceptions: Gender Differences and Implications,” the study of American college students discusses the current gender-related issues of video games. These aspects of gender include time involvement, interpersonal relationship effects, and stereotypical characteristics in video games. Ogletree and Drake research the extent to which these issues are affecting the lives of American youth. The first issue addressed by Ogletree and Drake is the amount of time involved in video gaming in the lives of American youth including adolescents and college students. The research used in the article looks for different factors such as gender and exact age in relation to the amount of time they spend playing video games per day. The results demonstrate that men spend on average more time than women per day. The age group of adolescent males that spends the most time gaming is the 8-10 year old boys of America; in fact, 73% of boys this age play video games for an average of 93 minutes per day (538). The article emphasizes the new research on video gaming and college students, but also wants to give the picture of what the younger youth of America is doing in comparison. For example, the 8 to 10 year old boys spend more time playing games per week than college men. The difference in college males and younger boys is that college males are more likely to just sit and watch instead of directly playing themselves (539). Ogletree and Drake have assessed the amount of time video games occupy in the lives of male college students. The next issue discussed is what the affects this large amount of time has on a

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