videogiochi: strumenti di edutainment per uomini e donne?

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

[automatically translated] Identification of subjects with the video game characters is a fundamental step for young people so they can take on personality and conduct business consistent with your being or, on the contrary, totally opposite. The literature on the subject shows that in video games are reiterated the most common gender stereotypes: men strong, brave and aggressive and, on the contrary, the weak and women who need to be saved or ruthless temptresses. The research aims to identify whether such stereotypes are actually introjected by young and old players and female players and analyzing the different types of games, if you can locate the gaming activities you like to both sexes from which to build materials for the 'learning. It was also decided to collect data, with a tool specifically built through communication in a social networking environment. The results confirm that gender stereotypes are maintained and that gamers choose to identify with the characters of the same sex but still athletic and dominant young. It also shows that men prefer shooters, role-playing games and sports, while women prefer simulation games and puzzles. In conclusion you can define, for learning purposes, which include the software of the favorite games of competitiveness characteristics and actions of its men and miscelino with reflection and problem-solving skills necessary for their favorite video games from the women. The results confirm that gender stereotypes are maintained and that gamers choose to identify with the characters of the same sex but still athletic and dominant young. It also shows that men prefer shooters, role-playing games and sports, while women prefer simulation games and puzzles. In conclusion you can define, for learning purposes, which include the software of the favorite games of competitiveness characteristics and actions of its men and miscelino with reflection and problem-solving skills necessary for their favorite video games from the women. The results confirm that gender stereotypes are maintained and that gamers choose to identify with the characters of the same sex but still athletic and dominant young. It also shows that men prefer shooters, role-playing games and sports, while women prefer simulation games and puzzles. In conclusion you can define, for learning purposes, which include the software of the favorite games of competitiveness characteristics and actions of its men and miscelino with reflection and problem-solving skills necessary for their favorite video games from the women. It also shows that men prefer shooters, role-playing games and sports, while women prefer simulation games and puzzles. In conclusion you can define, for learning purposes, which include the software of the favorite games of competitiveness characteristics and actions of its men and miscelino with reflection and problem-solving skills necessary for their favorite video games from the women. It also shows that men prefer shooters, role-playing games and sports, while women prefer simulation games and puzzles. In conclusion you can define, for learning purposes, which include the software of the favorite games of competitiveness characteristics and actions of its men and miscelino with reflection and problem-solving skills necessary for their favorite video games from the women.
Original languageItalian
Title of host publicationConnessi! scenari di innovazione nella formazione e nella comunicazione
Pages567-574
Number of pages983
Publication statusPublished - 2011

Publication series

Namecongessi nazionali della Società italiana di e-learning

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