A study of male and female attitudes towards video games using survey data.
Abstract
The aim of this study was to develop a scale using a range of statistical tests
(including Principle Component Analysis (PCA), Cronbach’s Alpha and T-test) that
endeavours internal and external consistency in order to investigate attitudes
towards video games between males and females. The study contained 102
participants, 32 male and 68 females. IV = gender, 2 levels male and female. DV =
mean score of attitudes measured using a Likert scale. The study was conducted
twice for reliability and validity purposes. The survey was projected using Quadratics
on social media in order to find participants. The findings found that there is no
significant difference between males (m= 2.13, sd= 0.75) and females' (m= 2.57, sd=
0.73) attitudes towards video games. To conclude, further attitude measurements
and research must be advised in order to establish a distinction.
1
, Introduction
A study of male and female attitudes towards video games using survey data
An attitude is generally defined as “psychological tendency that is expressed by
evaluating a particular entity with some degree of favour or disfavour" (Eagly &
Chaiken, 1993, p. 1). Attitudes are formed on the basis of many neurological aspects
and research has shown that attitudes can have up to 3 components.
Edwards (1957) created the 1 component model of attitude which focused on the
viewpoint that individuals form attitudes through evaluation. Hogg & Vaughn (2005)
created the 2-component model of attitude which incorporated evaluation alongside
the willingness to react towards an object. Conclusively, Eagley and Chaiken (1993)
devised the 3-component model of attitude, the ABC model. This model suggests
that attitude is a combination of behaviour, feelings and cognition towards
something. What is observable can be measured through cognitive, affective and
behavioural responses using attitude measurements such as surveys. Attitude
constructs cannot be distinctly measured and alternately need to be inferred from
data.
Questionnaires usually require a large extent of detail to conclude attitude patterns
and can sometimes interpret more than one attitude. In this study a Likert scale was
used as a practical way to measure attitudes as it totals and mediates ranking
numbers to create a mean score in which the attitude can be assessed.
This study aims to develop a scale that measures attitudes using a base of surveys
that measure attitudes of males and females in relation to video games which will be
assessed via measuring the validity and reliability of the surveys. This study followed
a two-tailed hypothesis that there will be a difference between males and females
attitudes towards video games.
2
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