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Gaming, Gender, and Time: Who Makes Time to Play? Export

Sex Roles, Vol. 61, No. 1. (1 July 2009), pp. 1-13.

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academia attention college culture digital economics economy femininity feminism gaming gender immersion immersive leisure men midwestern obligations play segmentation society spatiality time women

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Abstract  This study of 276 US undergraduate students from a large Midwestern university provides the first research evidence of a relationship between leisure time availability and how much digital games are played. College students with less free time were less likely to spend time playing games. The findings suggest one reason women play fewer games than men is because they are required to fulfill more obligatory activities, leaving them less available leisure time, which in turn makes them less likely to “make” time for games. It was found that not only do women report having less free time than men, but their free time is available in smaller chunks, and they play digital games for shorter periods of time than men.


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