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Two-D or not Two-D: gender implications of visual cognition in electronic games
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 2006 symposium on Interactive 3D graphics and games table of contents
Redwood City, California
SESSION: Navigation and interaction table of contents
Pages: 183 - 190  
Year of Publication: 2006
ISBN:1-59593-295-X
Author
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 21,   Downloads (12 Months): 125,   Citation Count: 2
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ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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