Adolescents and microcomputers: sex differences, proxemics, task and stimulus variables.
Questionnaires concerning attitudes toward use of microcomputers at home, in school, and at video arcades were administered to 879 high school students. Direct observations of adolescent proxemics and sex differences, and of various parameters of video games in 18 video arcades were made. A thorough and representative content analysis of sex bias of microcomputer software advertising brochures was carried out. Results supported previous findings of overrepresentation of masculine culture in the adolescent world of microcomputers, particularly regarding video games. Various types of computer-related activity were not related to socioeconomic class of the parents or to academic grades except for use of home microcomputers, which was mildly positively related to socioeconomic class (r = .124, p less than .001). Nearly half the activity in the arcades was strictly solitary. None of the arcade video games allowed for cooperative play. Most allowed only for sequential competition (86%) or simultaneous competition (7%); as many as 7% did not provide a display of the scores for a second player.
D000293:Adolescent; D001290:Attitude; D003201:Computers; D005260:Female; D005783:Gender Identity; D006801:Humans; D007062:Identification, Psychological; D007398:Interpersonal Relations; D008297:Male; D008838:Microcomputers; D010988:Play and Playthings; D000297:Psychology, Adolescent; D012931:Social Environment; D012984:Software