Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach

A Hosein - Computers in Human Behavior, 2019 - Elsevier
Computers in Human Behavior, 2019Elsevier
Girls' uptake of physical science, technology, engineering and mathematics (PSTEM)
degrees continues to be poor. Identifying and targeting interventions for girl groups that are
likely to go into STEM degrees may be a possible solution. This paper, using a self-
determination theory and self-socialisation framework, determines whether one girl
group's,“geek girls”, video gaming behaviour is associated with their choice of
undergraduate degree by using two secondary datasets: a cross-sectional study of the Net …
Abstract
Girls' uptake of physical science, technology, engineering and mathematics (PSTEM) degrees continues to be poor. Identifying and targeting interventions for girl groups that are likely to go into STEM degrees may be a possible solution. This paper, using a self-determination theory and self-socialisation framework, determines whether one girl group's, “geek girls”, video gaming behaviour is associated with their choice of undergraduate degree by using two secondary datasets: a cross-sectional study of the Net Generation (n = 814) and the Longitudinal Study of Young People in England (LSYPE) dataset (n = 7342). Chi-square analysis shows that girls who were currently studying a PSTEM degree were more likely to be gamers and engage in multiplayer gamers. Further, using logistic regressions, girls who were heavy gamers (>9 h/wk) at 13–14 years were found to be more likely to pursue a PSTEM degree but this was influenced by their socio-economic status. Similar associations with boys and PSTEM degrees were not found or were weak. Therefore, girls were self-socialising or self-determining their identity groups through gaming. This research can provide the basis for whether encouraging gaming in adolescent girls can help them onto PSTEM pathways.
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