Online and Offline Gaming Social Preferences of Students

dc.contributor.advisorNorton, Priscilla
dc.contributor.authorShaffer, Jeannette R.
dc.creatorShaffer, Jeannette R.
dc.date2012-07-17
dc.date.accessioned2012-09-17T21:18:02Z
dc.date.availableNO_RESTRICTION
dc.date.available2012-09-17T21:18:02Z
dc.date.issued2012-09-17
dc.description.abstractThe objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain friendships. Online gaming is partially fulfilling the adolescent’s social and learning needs. This study found the average participant played video games less than one hour a day, identifying them as casual gamers. Participants preferred to play online games and to play collaboratively with other people rather than playing alone or against the computer. This study was designed to be a starting point for understanding how students interact when playing games and how this type of engagement can be transferred to learning situations and inform the design of educational games.
dc.description.releaseNote: Disregard formatting in this document; the hard copy is correct, but University formatting is not correct in the online version.
dc.identifier.urihttps://hdl.handle.net/1920/7936
dc.language.isoen
dc.subjectGaming social preferences
dc.subjectAdolescents
dc.subjectOnline gaming
dc.subjectCommunication
dc.subjectVideo games
dc.subjectGame preferences
dc.titleOnline and Offline Gaming Social Preferences of Students
dc.typeDissertation
thesis.degree.disciplineEducation
thesis.degree.grantorGeorge Mason University
thesis.degree.levelDoctoral
thesis.degree.namePhD in Education

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