Intelligent Technologies for Interactive Entertainment by Ronald Poppe John-Jules Meyer Remco Veltkamp & Mehdi Dastani

Intelligent Technologies for Interactive Entertainment by Ronald Poppe John-Jules Meyer Remco Veltkamp & Mehdi Dastani

Author:Ronald Poppe, John-Jules Meyer, Remco Veltkamp & Mehdi Dastani
Language: eng
Format: epub
Publisher: Springer International Publishing, Cham


3.1 Hypotheses and Operationalization

We define social engagement as the construct to analyze how children’s social play behavior differs between genders and age groups. Social engagement refers to how socially active players are during the game. We identified in the literature three different approaches that are normally followed when studying gender-typed social engagement: the analysis of differences between same-gender interactions (i.e. boy-boy versus girl-girl), differences between mixed-gender and same-gender interactions (i.e. boy-girl and girl-boy versus boy-boy and girl-girl), and differences between interactions of children of different ages.

For same-gender interactions, differences have been observed between boys and girls. Specifically, boys tend to play in larger groups than girls [18], which leads to many, but superficial, relationships [21, 26]. On the other hand, girls play in smaller groups, which leads to fewer, but more intense, relationships. We believe this will be reflected in the ITP by (a) girls interacting with (tagging) girls more often than boys interacting with boys, and (b) girls staying closer to other girls than boys stay from other boys. This leads to the first set of hypotheses:

Hypothesis 1a (H1-Tg). The average number of tags between girls is higher than between boys.



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