McNeese, M.N. (2006). Factors Which Classify U. S. High School Seniors as High or Low Weekend Digital Game Users. In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (pp. 2217-2224). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24040.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006
Honolulu, Hawaii, USA
October 2006
ISBN 1-880094-60-6
Thomas Reeves & Shirley Yamashita
AACE
More Information on ELEARN
A nationally representative sample of 11,425 U.S. high school seniors were selected from the Education Longitudinal Study of 2002 (ELS: 2002) to investigate which factors could classify high/low weekend digital game play. The factors "how many hours a day the senior usually played video or computer games during weekdays" (F135A), (2) gender (F1Sex), (3)"how many hours a day the senior usually used a computer other than for schoolwork "(F136B), and (4) being a member of the African American race (F1Race-level 3) entered the logistic stepwise regression model. Results showed the model correctly classified 95.4% of the total participants correctly. The only outcome that ran counter to the literature was the result that if students were African American seniors, they were more likely to be high weekend digital game players.