Abstract
This study took a close look at the mechanism behind gender disparity in video game usage by examining two perceptual variables: perceptions about others' video game usage and perceived influence of unrealistic video game character images on others. Both men and women perceived that young women play video games far less frequently than young men and also considered themselves less influenced by the unrealistic images than others. In addition, women, in comparison to men, perceived the video game images to have stronger influences on others. Furthermore, regression analyses revealed that perceived frequency of other women's video game play and perceived influence of the images on other women explained women's actual time spent on video games, but not men's time spent on video games. A discussion of these findings was provided, along with suggestions for video game developers, parents, educators, and video game researchers.
Notes
Both authors contributed equally to the article.
*p < .05
**p < .01.
a For the regressions concerning the third-person gap between self and men (women), perceived frequency of game play by men (women) was included.
*p < .05
**p < .01.