LIBRARY Michigan State University PLACE IN RETURN Box to remove this checkout from your record. To AVOID FINES return on or before date due. MAY BE RECALLED with earlier due date if requested. DATE DUE DATE DUE DATE DUE 2/05 c;7EIRD/Datofia.Im-p. I 5 —...—-—-————— _ I,{I..A. -7 degree in This is to certify that the thesis entitled COGNITIVE SKILL AND GENDER IN 2D AND 3D VIDEO GAME PLAY presented by SEARLE HUH has been accepted towards fulfillment of the requirements for the ___ Cotnntunicaticn _ W JAN 30 2007 Date MSU IS an Affinnat/‘ve Action/Equal Opportunity Institution COGNITIVE SKILL AND GENDER IN 21) AND 3D GAME PLAY By Searle Huh A THESIS Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF AR'I‘S Department of COI]1[‘IIUI]I«":1II(,III 2007 ABSTRACT CONITIVE SKILL AND GENDER IN 2D AND 3D VIDEO GAME By Searle Huh This study examined the contribution of cognitive skill and gender in game preference and game enjoyment. In particular. this study focused on the notion that cognitive ability is a stronger predictor of game performance and enjoyment than gender. By comparing differences of performance and enjoyment in 3D game and 2D game, this study set three hypotheses. Main findings of this study were categorized largely into three. First, gender is a significant factor affecting video game performance. Male gamers are more likely to play better than girls. Second, gender and dimensionality of video games are related. Males performed better than females, but the difference was more notable in 3D game play than in 2D game play. In terms of enjoyment, males enjoy 3D game more while females enjoy 2D game more. Third. game performance and enjoyment could not go together. TABLE OF CONTENTS LIST OF TABLES ............................................................................................................. IV LIST OF FIGURES ............................................................................................................. V INTRODUCTION ........................................................................................................... 1 LITERATURE REVIEW AND THEORETICAL FOUNDATION °°°°°°°°°°°°°°°°°°°°°°° 3 Gender and Video games ................................................................................................ 3 Alternative thinking- Cognitive SkIIIS ............................................................................. 5 Variable cognitive SkIIIS .................................................................................................. 8 PURPOSE OF THIS STUDY ........................................................................................... 10 RESEARCH MODEL ....................................................................................................... l 1 HYPOTHESES ................................................................................................................. I I METHOD .......................................................................................................................... 12 Sample description ........................................................................................................ 12 Experimental CICSIgn ...................................................................................................... 12 Measurement ......................... ' ........................................................................................ l 3 RESULTS .......................................................................................................................... l 7 Gender and video game ................................................................................................. 17 Cognitive Skill and VICICO game ..................................................................................... 18 Gender and cognitive Ski“ interaction ........................................................................... 22 CONCLUSION ................................................................................................................. 26 DISCUSSION ................................................................................................................... 27 APPENDIX ....................................................................................................................... 32 BIBLIOGRAPHY ............................................................................................................. 33 LIST OF TABLES TABLE 1. Performance mean difference in males and females --------------------------------------- 17 TABLE 2. Enjoyment Mean difference in males and females ----------------------------------------- 18 TABLE 3. Performance mean comparison by dimensionality and cognitive skill ----------- 20 TABLE 4. Enjoyment mean comparison by dimensionality and cognitive skill ------------- 22 TABLE 5. Performance comparison by gender, dimensionality, and cognitive skill ------- 23 TABLE 6. Enjoyment comparison by gender, dimensionality, and cognitive skill ---------- 25 TABLE 7 Statistics ofobjects in 2D and 3D ChCX-QUOSI ............................................... 32 LIST OF FIGURES FIGURE 1. Research model ofthis study ......................................................................... 11 FIGURE 2. Hypothesis 1 ................................................................................................... 11 FIGURE 3. Hypothesis 2........... ........................................................................................ 12 FIGURE 4. Hypothesis 3 ................................................................................................... 12 FIGURE 5. A sample Of mental rotation test .................................................................... 14 FIGURE 6. Screenshots of 2D and 3D games used for the experiment --------------------------- 16 FIGURE 7. The role of mental rotation ability in 2D and 3D game performance ------------ 21 FIGURE 8. The role of mental rotation ability in 2D and 3D game enjoyment --------------- 23 Cognitive skill and gender in 2D & 3D video game play Introduction Computer and video games are one of the most popular leisure time activities for children, adolescents, and young adults in Western and Asian societies (Hartman & Klimmt, 2006). They have contributed the formation of current cultural landscape, finding their way into fiction, movies, television, and music (Sherry, Rosaen, Bowman, & Searle, 2006). Gender difference is one of the main issues in video game study. Generally, it has been found that video games are liked more and played more by males than by females (i.e., Buchman & Funk, 1996; Griffiths, 1991; Kaplan, 1983; Philips, Rolls, Rouse, & Griffiths, 1995; Wright et al., 2001 ). Some argue that majority of available games on the market have content that is more desirable for male players (AAUW, 2000; Cassell & Jenkins, 1999; Kafai, 1998; Miller, Chaika & Groppe, 1996) and these games may make female players reluctant to play (Kafai, 1998). Other scholars focus on gender differences in perceptions, social stereotypes, and circumstances encountered by gamers (Funk & Buchman, 1996). Finally, biological sex differences in cognitive skills have been suggested as contributing to the differences for video game preference and play between the genders (Chu, et al., 2004). Recently, however, Nielsen’s 3rd annual Active Gamer Benchmark study (2006) showed that 64 percent of online game players are female, although 70 percent of total video gamers are still male. Even admitting some differences between general video games and online games, it seems to be implausible to insist absolute male dominance in video game use. With increasing numbers of female players, gender is losing its explanatory power in gender differences in video game. Additionally, more game manufacturers are making games targeted at the female market (i.e., The Sims and Final Fantasy X), suggesting that male orientation of content may no longer explain gender differences. Instead of arguing that video games are liked more and played more by males than by females, perhaps researchers interested in how gender realtes to video game appeal should focus not on why one gender likes video games more than another, but should examine the on differences in the types of games found appealing to males and females and explanations for these differences. Because video games are puzzles that involve a variety of cognitive skills (e.g., mental rotation, color recognition, object location memory, etc.), different native abilities in cognitive skills areas are likely to predict game playing ability (Sherry, 2004). Some of these cognitive skills show large differences by sex. For example, on average, males are a full standard deviation better than females at 3D mental rotation (Rahman & Wilson, 2003; Jones et al., 2003; Terlecki & Newcombe, 2005; Levine et al., 1999; Bosco et al., 2004). Players with higher level of 3D skill significantly outperform players with lower levels of 3D skill on games demanding 3D ability (Sherry, Rosaen, Bowman, & Huh, 2006). Due to the innate differences in cognitive skills. a male or female player who has unique sets of advantageous skills over the other is more likely to preference for game genre that require that skill and to perform better in the corresponding games. This study examines the contribution of individual cognitive skill and gender in game performance and game enjoyment. Specifically. the study advances the notion that cognitive ability is a stronger predictor of game performance and liking regardless of gender, as predicted in media flow theory (Sherry, 2004). Literature review and theoretical foundation Gender and video game It is widely believed that the violent nature of many video games alienates girls (Malone, I981; Greenfield, 1996), turning them off video games in general (Sherman, 1997). In addition, an increasing degree of realism in the majority of violent computer games would seem to aggravate the gender gap (Hartmann & Klimmt, 2006). Although violence in video games may be one of the touchstones of gender differences in video games, there are many different ways to approach what the violence in a video game is and how to measure it (i.e. Sherry, 2001; Smith, Lachlan, & Tamborini, 2003). The boundaries and components of violence may not always be identical in most studies. Rather than exploring the degree of violence in video games, Kafai ( 1996), tried to explore what children wanted in video games by studying what they produced when given the skills and opportunities to create their own games. She found that boys designed games having greater resemblance to commercially available violent games such as Nintendo while girls did not. In addition, she concluded that the girls had “no particular interest in pursuing video game playing because they did not like the games, their content, and their violent aspects” (p.62). Thus. existing (violent) games generally reflected boys”, but not girls’ tastes (Cassel & Jenkins, 1998). However, violent games are not universally preferred by boys and rejected by girls. The different preference for the violent content is likely to be reflected on different genre preference. The preferences for different types of violence appear to be generally consistent with the findings of genre preference studies. Morlock et al. (1985) reported that males prefer games with fast action and aggressive themes, while females are likely to prefer more “whimsical” games. The result of genre preference studies can be summarized that male generally like shooters, fighters, sports, racing/speed games, fantasy/role playing. action-adventure, strategy, and simulations while females prefer board games, arcade, quiz & puzzle, and kids games (Roberts et al., 1999; Sherry, Lucas, Rechtsteiner, Brooks, & Wilson, 2001). Kafai (1996) showed consistent gender differences, especially different preference for kinds of games, game characters, and game worlds. Further, several studies showed that violent games remained consistently popular and were chosen as favorites for both boys and girls (Funk & Buchman, 1994; Buchman & Funk, 1996). It seems to be a contrasting argument, but it is not. While the mean scores of violent games liking for females is lower than mean scores for males, there remain girls that like playing violent games Additionally, gender differences have also been found in the nature of the preferred violence: boys were more likely to prefer games with more realistic “human violence.” while girls were more likely to prefer games with cartoon or “fantasy violence" (Buchman & Funk, 1996; Funk. 1993; Funk & Buchman, I994, I996; Griffiths, 1991). It has been suggested that girls seek different types of stimulation from video games than boys (Bruner, Bennett, & Honey, 1998; Kafai, 1996). Funk, Jenks, & Bechtoldt (2001) showed that even when the game content seemed violent, girls defined them as "action" or "adventure" games. Research suggests that girls do not find this violence appealing (Cassel & Jenkins, 1998). The empirical evidence confirms that boys are more likely to play games requiring aggressive competition (Heller, 1982, cited in Morlock et al. 1986; Keisler et al., I985; Lin & Lepper, 1987). Kafai (1996) found gender differences in feedback resulting from a player’s action during the game. She reported that the feedback in boys’ games was overwhelmingly violent, whereas the feedback in girls’ games was overwhelmingly nonviolent. In general, girls do not specially enjoy ‘shooting bad guys and monsters” (Klawe, et al., 2002, p.21 I). If game content deters females from game play, what about playing non-violent games? Can females play better than or at least equivalent to males? This study purports to answer to the question. Alternative thinking: Cognitive skills Funk and Buchman (I996) noted that although studies have consistently found gender differences in video game play, “The origin of gender differences in game- playing habits has not yet been established” (p. 27). If these differences are not entirely due to content, what else could they be due to? Gender differences have always been explained in television research as content based, but games are different from television in that they are more than simple content. Games require interaction of the user. Therefore, differences in how individuals interact with games may determine differences in game genre preference. Several studies have shown that one of the main experiential features that games provide for users is the intellectual challenge of beating the game (Vorderer, Hartmann. & Klimmt, 2003; Sherry, 2004). Therefore, gender differences in how people experience the challenge of the game may improve explained variance in studies of game preference. One compelling possibility is in the area of cognitive abilities. There are a variety of cognitive skill sex differences that would facilitate rapid success in particular genres and not in others (Sherry, 2004). The main sex differences that cognitive scientists have studied include spatial rotation, color memory, disembedding, field independent spatial perception, object location memory, targeting, verbal fluency, and verbal memory (Kimura, 1999). Male advantage is found in spatial rotation, disembedding, field independent spatial perception, and targeting, with females being generally superior on the other cognitive tasks (Kimura, 1999). The differences have been supported partially by the studies that found the gender differences in visual and spatial tasks (i.e. Battista, 1990; Macccoby & Jacklin, 1974; Keisler et al., 1983), cognitive strategies to play a video game (Blumberg & Sokol, 2004), and object memory and targeting (Kimura, 1999). Out of many cognitive skills, gender differences in spatial rotation abilities have been most frequently reported and studied (Bosco, et al., 2004; Caplan, et al., 1985; Levine et al., 1999). It is commonly believed that males’ spatial rotation abilities are superior to females’ (Caplan, et al., 1985). Although some meta-analyses showed that the most robust sex differences are found on spatial tasks (Linn & Peterson, 1985; Voyer et al., 1995), it is interesting that the gender effects in visuo-spatial tasks are not homogeneous (Bosco et al., 2004). Rather, the magnitude, or even the existence, of the differences between genders varied over the characteristics of the task. For example, Vercci and Girelli ( 1998) showed that active spatial skill (transforming) has induced much larger gender gap than passive spatial skill (3D memorizing). In relation to these variations, it is reasonable to think that spatial skill has several dimensions in it, as Linn and Petersen (1985) argued in their meta-analysis. They found three dimensions in spatial skill: they are spatial perception, mental rotation, and spatial visualization. The mean effect size of each was 0.44 (p<.05), 0.73 (p<.05), and 0.13 (p>.05) respectively. Therefore, they showed that sex differences in spatial perception and mental rotation are robust (Voyer & Bryden, 1995). Spatial perception was defined as ‘the ability to determine spatial relations despite distracting information (Linn & Petersen, l985)’ and mental rotation was defined as ‘the ability to rotate quickly and accurately two- or three dimensional figures in imagination (Linn & Petersen, 1985)’. Following Linn and Peterson’s (1985) categorization, a majority of studies dealing with spatial skill and its gender differences have focused on mental rotation, rather than spatial perception, which has less robust results in gender differences (Levine, et al.. 1999) and less clear measurement. In addition, with reference to Vercci and Girelli (1998)’s active-passive distinction, mental rotation seems to be equivalent to the active ‘transforming’ while spatial perception to the passive ‘memory’. Therefore, it is reasonable to think that mental rotation needs more active cognitive participation and correspondingly induces a larger gender gap than spatial perception. This is linked to several scholars arguments. Levine et al. (1999) mentioned that the manifestation of sex differences in spatial skill would be on tasks that involve mental rotation. Quaiser-Pohl et al. ( 2006) also argued that one of the largest and most reliable gender differences in favor of males can be found in mental rotation. Especially a significant difference between males and females in 3D rotation ability has been reported while little difference found in 2D tasks (Hyde & McKinley, 1997). Therefore, gender gap would be more conspicuous in 3D tasks than in 2D tasks. For video games, this difference is more likely to be meaningful. Due to males’ superior 3D mental rotation ability, it would make it easier for males to achieve flow state, which is a state of the pleasure found by immersion in an activity, in playing games that rely heavily on 3D graphics, such as fighters, shooters, and sports games (Sherry, 2004). Contrasting to males, females are more likely to have more difficulties playing the 3D games and feel more frequent frustration than males. For example, most paths in 3D games need to be translated into 2D bird-eye’s view for finding the right way to exits or to gates to next level. If a user has low mental rotation ability to translate the 3D blocks, he or she would get lost easily. Therefore, a user with high mental rotation ability is more likely to show better performance than one with low ability. In addition, due to the gender difference of 3D mental rotation ability, males are more likely to perform well in 3D games than females. Variable cognitive skills Although there are many studies that clearly show gender differences in cognitive skills, the causes of these differences still remain unclear (Quaiser-Pohl et al.,2006). The question is linked to the nature of the cognitive skill, innate or trained, or nature-nurture controversy. Some scholars have tried to explain these findings focusing on biological factors like hormones and genetic influences (Kimura, 1999) while some emphasize more recently socio-cultural factors on women’ performance in visio-spatial tasks (Richardson, 1994; Bosco et al., 2004). Beyond the controversy, what is more important is that experience has a clear effect on spatial skill (Quaiser- Pohl et al.,2006). That is, gender differences in cognitive skill, especially spatial skill, is not static over time but changeable. The preexisting sex differences, including cognitive skills such as mental rotation and maze navigation, can be attenuated through practice (e. g., DeLisi & Cammarano, I996; DeLisi & Wolford, 2002; Lawton & Morrin, 1999) or differential exposure to this medium (Subrahmanyam & Greenfield, 1994). Accordingly, gender may not be sufficient as an explanatory variable for finding the difference in video games. In other words, individual differences in cognitive processing may be one of the factors explaining the relationship we see between the sexes in genre preference (Sherry, 2004). One flow study showed that individual differences in cognitive skill predict game-playing ability (Sherry et al., 2004). Importantly, this relationship remains after controlling for sex and amount of game play (game addiction) (Sherry et al. 2006). This may lead some alternative possibilities in gender differences in video games. First, individual variation of cognitive skill may not ignorable. Although many explanatory variables for different game uses have been reported, individual variables like personality, experiences, and cognitive skills could be more influential as an explanation for differences in video game play and enjoyment than grouped variables like gender, nationality, and occupation. Second, gender may only have a significant influence differences in game play only when interacting with another variable like cognitive skill. Purpose of the study There is strong evidence in the literature for gender differences in game genre preference. The content of a video game then may be a critical variable to differentiate unique game preference and play of males and females. Especially, the violence of most video games is believed to induce gender differences in video game play. However, there were not many studies that focused on the gender difference in non-violent game plays. If content of video games matters, gender difference in playing non-violent games will be narrower. For female gamers, performance and enjoyment could be bettered by reducing violent contents that were believed to impede their video game play. For male gamers, game performance and enjoyment could be reduced by diminishing violent components that were believed to facilitate their video game play. Content may not be the only explanatory variable. Especially due to specific characteristics of video game, such as need for active participation and high- interactivity, individual cognitive skills may be much more significant than with any other entertainment media. It is also possible that cognitive skills explain video game preference and play more than the content does. If so, individual differences can be more influential than gender differences. Otherwise, (individual) cognitive skill may interact with the gender difference. The purpose of this study is to test the contribution of cognitive skills have in predicting game play ability and enjoyment in 2D and 3D games. especially with a non-violent game. l0 Research model Figure 1. Research model of this study Independent Variables Treatment Dependent Variables 5/ "w TTT‘\\ ,x/T'w "I" x 7/ ' \\ , \ l Gender I ( Pertbrntance ) \ \ X / .\ \\ \w’ / \.\~\\—’ //< /'J_'-\ ~\ //....\\ /./ /’ x 3D / / Mental I, . I\ Rotation /' Enjoyment Skill _, x \ VV\\V\“/I// ‘1 ‘i‘ \ // Hypotheses H1: If gender matters, boys will like video games more and perform better on video game than girls. Figure 2. Hypothesis 1 2D & 3D games Boys Girls Low & High MRT High Low H2: If cognitive skill matters, individual differences in cognitive skill (3D rotation ability) should predict game scores and enjoyment by showing that high MRT people perform better in both 2D and 3D game. just by a wider margin in 3D game than 2D game. Figure I. Hypothesis 2 Performance & Enjoyment H3: If cognitive skill and gender interact, performance and enjoyment of the games should be similar to the following figure. Figure 4. Hypothesis 3 Performance & Enjoyment 20 game 3D game 2D game 3D game " ' ' High MRT —an MRT - - -HighMRTMale - I -HighMRTFanale LowMRTMalc +LowMRTchale Method Sample description Participants were recruited from communication classes at a large, midwestem university. A total of 146 participants were involved in the experiment. Of the participants, there were 74 males (50.7%) and 72 females (49.3%). The ages of participants ranged from 17 to 24, with a mean of 19.76. Their majors were communication-related (29.3%), business-related (30.4), engineering-science (9.9%), literature-education (13.1%), and others (17.3%). For their participation, each student was given course credit. Experimental design The experiment was done in a computer lab, which has 20 desktop computers. To prevent participants from watching other’s play, only 10 subjects were run at any given time. Participants were placed such that they could not look at each others‘ screen while playing. The experiment took place in three parts. First, participants were randomly assigned to play one of two video games used this experiment for 15 minutes, including game play instructions from the researchers. Second, participants answered questions about previous game experiences, game liking. frustration, and difficulty, as well as demographic information. Finally, the Vandenberg and Kuse (1978) Mental Rotation Test (MRT) was administered for seven minutes. To prevent the possibility that game play improves mental rotation skill, participants were randomly assigned to do the MRT either before the game play or after game play. l3 Measurement Independent variables Gender: Gender was measured by self-report. which reflected the gender that participants most identified with. MRT (Mental Rotation Test): Mental —rotation performance was measured by MRT-A version that is composed of the figures of provided by Shepard and Metzler (1978), and is essentially an Autocad-redrawn version of Vandenberg and Kuse (1978) original test by Peters (1996). The MRT is a test for assessing respondents’ spatial perception skills, particularly 3D mental rotation. In other words, it is for measuring the respondents’ ability to mentally picture and manipulate spatial contents. The test consists of 24 items that requires respondents to find two identical figures with a target figure out of four total choices that are shown from different angles (Figure 3). Credit for each item is given only when both correct figures are chosen. so the highest score a participant can receive is 24, with no partial points. Figure 5. A sample of mental rotation test % E. E is Treatment (manipulated games) For the experiment, two different video games were used; a 3D game and a 2D game. The 3D game was Chex-Quest, a cereal promotion which was developed by Digital Café distributed through the purchase of specially marked packages of Chex cereal. Chex—Quest is a ‘mod’ of Ultimate Doom, one of the landmark PC-based video games of the 19903, lauded for its innovative 3D environments and character graphics. Doom also introduced the first-person shooter, which placed the gamer inside the main character’s perspective. As a ‘mod’, the Chex game behaves the same as Doom, but has different characters, backgrounds, and goals. It is a first-person shooter and the makers intended it to be a non-violent game, replacing the violent components and stories associated with Doom with non-violent ones. Although it has not been officially rated by Entertainment Software Rating Board (ESRB), it is clear that Chex-Quest would not receive the same ‘M’ rating (Mature; suitable for ages 17 or older) of original Doom. In the game, the gamer assumes the role of a Chex cereal guardian that is sent to the C hex home-world to teleport evil Flemoid monsters back to their home dimension, using a full arsenal of spoons. gloves, and teleport guns. Along the way, players can eat healthy snacks to revitalize their health. The 30 C hex game was transformed into a 2D side-scrolling version by converting maps, images, sounds, movements, and game logics. All of the graphics and sounds in the 3D game were extracted and used to create the 2D game. The game maps in 2D games were converted from the 3D games. The number of comers (left- and-right in 3D and up-and-down in 2D), types of corners (3-ways and 2-ways), the number and shape of monsters and items are nearly equivalent in 3D and 2D game versions. Table 14 has a descriptive count of the components of each game. IS Figure 6. Screenshots of 20 and 3D games used for the experiment Inuiimmiummmuimmiituuum'liuuumml Iii 3D CHEX-QUES T 2D C HEX-QUEST Dependent variables Game performance: Game scores of both games were measured. The original 3D Chex-Quest has its own scoring system including percent of kills (number of killed monsters out of all monsters), percent of items (number of items earned out of all items appeared), percent of secret rooms found (number of secret room found out of all secret rooms), and one measure of overall time. For the comparison with the 2D version, only time to complete a level was used. Time was used as the lone indicator of game performance because the cognitive skill of interest for this study was mental rotation. For example, percent of monsters killed would be a measure of targeting, which is a different cognitive skill. Game enjoyment: Participants were asked to rate the game just played on game enjoyment. Four questions from Sherry’s game enjoyment scale (Sherry et al, 2006) were used to rate the game. The questions were “I enjoyed playing this game”, “,I ,9 6‘ would play this game longer if I had the opportunity , I would recommend this game to a friend”, and “This game was fun”. The reliability of this scale was high enough to use all four items (a =.939). The mean of four items was used for further analysis. Other data collected: Age, major, and average hours (per week) of playing video game were asked at the end of the experiment. These factors were not major variables concerned in this study, but included for finding possible confounding influence on the result. Results Gender and video game performance Table I.Performance mean difference in males and females Low & High MRT Male Female M = 428.36 M = 595.72 2D & 3D games SD = 232.20 SD = 285.77 N = 74 N = 72 Hypothesis I predicted that boys will perform better than girls in video game play. An independent samples t-test was used to compare performance mean (seconds to complete a level) of male participants and female participants. Results supported the hypothesis 1, showing gender difference was significant, t(144) = -3.888, p < .001, 112 = .095. Males, who spent 428.36 seconds, completed the games faster than females, who spent 595.72 seconds. That is, males performed better than girls in video game play. Gender and video game enjoyment Table 2. Enjoyment Mean difference in males and females Low & High MRT Male Female M = 2.74 M = 3.28 2D & 3D SD= 1.45 SD= 1.57 games N = 74 N = 72 Part of hypothesis 1 predicted that boys like video game more than girls. For testing the enjoyment difference, an independent samples t-test was conducted to compare the mean of enjoyment. The results did not support hypothesis 1, but showed a significant difference in an opposite direction, t (144) = -2.115, p = .033, n2 = .030. Males’ enjoyment (M = 2.74, SD = 1.45) was lower than females’ enjoyment (M = 3.28, SD = 1.57). However. the effect size was small. Cognitive skill and video game performance In this study, the MRT scores collected showed a significant difference between males and females, t(144) = 3.913,p < .001, n2 = .096. Males (M: 9.62, SD = 5.72, Range = 0-23) had significantly better mental rotation skill than females (M = 6.44, SD = 3.88, Range = 0-16). The data collected showed the mean score of 8.05. The distribution of score was slightly skewed to the right, due to a few participants who have very high score or more male subjects than female subjects. Therefore, the high and low distinction would used in analysis was based on median, which was 8.00. When a distribution is skewed, a median is more appropriate estimate than a mean. Those who have the score lower than 8 were categorized as low MRT group while those have higher than 8 were classified as high MRT group. The mean score of MRT in low MRT group and high MRT group were 12.01 (SD = 4.09, N = 74) and 4.03 (SD = 1.92, N = 73), respectively. When measuring mental rotation ability in an experiment session, the possibility that video game play improves mental rotation ability was a concern. 3D game play may affect the result of MRT, especially when MRT was done afier the game play. Therefore, subjects were randomly assigned order of MRT in the experiment session. The result showed that there was no order effect of MRT, t(117) = 1.445, p = .151, n2 = .017. Those who did MRT before the game play (M = 8.75,SD = 5.430) did not statistically differ from those who did MRT after the game play (M = 7.36, SD = 4.848). When divided by gender, the difference was still having no significance. For males, those who had MRT-game order (M = 9.68, SD = 5.95) did not differ from those who had game-MRT order (M = 10.18, 6.62), t(52) = -.227, p = .783, n2 = .000. Females who had MRT-game order (M = 7.69, SD = 4.61) was not different from females who had game-MRT order (M = 5.88, SD = 2.80) either, t(62) = 1.90, p = .062. n2 = .051. 19 Table 3. Performance mean comparison by dimensionality and cognitive skill Boys and Girls 2D game 3D game Total M = 447.93 M = 694.43 M = 549.23 Low MRT SD = 264.10 SD = 220.42 SD = 274.12 N = 43 N = 30 N = 73 M=371.26 M=615.l2 M=476.72 High MRT SD = 224.55 SD = 258.73 SD = 267.48 N = 42 N = 32 N = 74 M=410.05 M=653.50 M=512.73 Total SD = 246.93 SD = 242.31 SD = 272.33 N = 85 N = 62 N = 147 Hypothesis 2 predicted that those who have high cognitive skill perform better in playing 2D and 3D games by a wider margin in 3D game than in 2D game. For testing hypothesis 2, a 2 * 2 factorial ANOVA was used to compare level of mental rotation skill, dimensionality of the game, and the interaction between the two. The analysis revealed a significant main effect for dimensionality of the game, F (l, 143) = 36.313,p < .001, n2 = .203. This means that 3D game play (M = 653.50, SD = 242.31) took more time to complete a level than 2D game play (M = 410.05, SD = 246.93). However, the analysis did show a significant main effect for mental rotation ability, F(1, 143) = 3.674,p = .057, n2 = .025. High MRT people (M = 476.72, SD = 267.48), on average, performed better than low MRT people (M = 549.23, SD = 274.12), but the difference was not significant. There was no significant interaction effect for MRT and dimensionality, F ( 1 143) = .001 , p =.974, n2 = .000. This did not support a wider margin in 3D game than in 2D game. Therefore, hypothesis 2 was not supported in terms of performance. Figure 7. The role ofmental rotation ability in 2D and 3 D game performance 700'— o MRT --- High LO'VV q 600-— \ ._\ g \\ ' ~ 8500— ‘ . \ U) \\ O 400“ ‘\\ "o 300—1 I 1 3D ZD DIMENSION 21 Cognitive skill and video game enjoyment Table 4. Enjoyment mean comparison by dimensionality and cognitive skill Boys and Girls 2D game 3D game Total M=3.01 M=3.35 " M=3.15 Low MRT SD = 1.58 SD =1.72 SD = 1.63 N = 43 N = 30 N = 73 M = -.82 M = 3.07 ' M = 2.92 High MRT SD = 1.37 SD = 1.65 SD = 1.49 N = 42 N = 32 N = 74 M = 2.92 M = 3.20 M = 3.04 Total SD = 1.49 so = 1.68 SD = 1.56 N = 85 N = 62 N = 147 For testing enjoyment part of hypothesis 2, another 2 x 2 factorial ANOVA was used to compare mental rotation skill, dimensionality of the game, and the interaction between the two, when enjoyment was set as a dependent variable. The results did not reveal a significant main effect for MRT (F [1, 143] = .820. p = .367. n2 = .006) or a main effect for dimensionality of the game (F [1, I43] == 1.125, p = .270, n2 = .008). There was no significant interaction effect for MRT and dimensionality on enjoyment, F(1, 143) = .025. p = .874. n2 = .000. Therefore, hypothesis 3 was not confirmed in terms of enjoyment. Figure 8. The role ofmental rotation ability in 2D and 3D game enjoyment Enjoyment co 0 l 300-4 2.90— 2.80— (o O DIMENSION Gender and cognitive skill interaction for performance MRT --- High LOW Table 5. Performance comparison by gender, dimensionality, and cognitive skill Boys Girls 2D 3D Sub total 2D 3D Sub total M = 422.75 M = 558.36 M = 486.03 M = 462.85 M = 815.73 M = 588.88 Low SD = 286.34 SD = 190.57 SD = 251.84 SD = 254.45 SD = 179.22 SD = 285.15 MRT N=16 N=14 N=30 N=27 N=15 N=42 M = 333.88 M = 461.63 M = 389.05 M = 426.24 M = 839.46 M = 605.30 High SD = 209.08 SD = 197.68 SD = 211.79 SD = 241.33 SD = 149.99 SD = 291.93 MRT N=25 N=19 N=44 N=17 N=13 N=30 M = 368.56 M = 502.67 M = 428.36 M = 448.70 M = 826.75 M ‘-= 595.72 Total SD = 242.70 SD = 197.17 SD = 232.30 SD = 247.73 SD = 163.70 SD = 285.77 N=41 N=33 N=70 N=44 N=28 N=72 A 2 (Dimension) * 2 (Cognitive skill) * 2 (Gender) ANOVA was performed to find the three—way interaction for gender, cognitive skill, and gender. However, equality of cell variance should have been done before interpreting F values because two cells (2D-high MRT boys and 2D low MRT girls) had relatively more samples than other cells. Levene’s test of equality of error variance supported that it is reasonable to assume equal variance, F (7,138) = 1.823, p = .106. (There was a significant main effect for sex, F (1, 138) = 25.702, p < .001, n2 = .157 such that male subjects (M = 428.36, SD = 232.30) performed better than female subjects (M = 595.72, SD = 285.77) as found in hypothesis 1. In addition, a main effect for dimensionality was significant, (F (l, 138) = 46.223, p < .001, n2 = .251). This means that subjects performed better in 2D game play (M = 410.50, SD = 246.93) than 3D game play (M = 651.43, SD = 243.77), as found in hypothesis 2. A main effect of MRT (F [1, 138] = 1.718, p = .192, n2 = .012) was not significant. A two-way interaction effect was found. Interactions for sex and dimensionality (F [1, 138] = 11.024, p = .001, n2 = .074). Other two-way interactions, MRT and dimensionality (F [1,138]=.120,p = .729, n2 = .001) and sex and MRT (F [1, 138] = 1.301,p = .256. n2 = .009) did not show statistical significance. A three-way interaction of sex, dimensionality, and MRT was not significant, F (1, 138) = .203, p = .653, n2 = .001. It was not consistent with what original hypothesis 3 predicted. Gender, dimensionality, and MRT did not consistently influence game play. Males generally performed better than females, but the difference was more notable in 3D game play than in 2D game play. Females who have high mental rotation skill (M = 839.46, SD 24 = 163.70) did not show better performance in 3D game play than males who have low mental rotation skill (M = 558.36. SD = 190.57). Gender and cognitive skill interaction for enjoyment To test hypothesis 3 on enjoyment, another 2 (Dimension) * 2 (Cognitive skill) * 2 (Gender) ANOVA was performed. The equal variance across groups was supported by Levene’s variance equality test, F (7.138) = 1.318, p = .246. Table 6. Enjoyment comparison by gender. dimensionality, and cognitive skill Boys Girls 2D 3D Subtotal 2D 3D Subtotal M=2.13 M=3.44 M=2.74 M =3.54 M=3.01 M=3.35 Low SD = .992 SD = 1.55 SD = 1.43 SD = 1.63 SD = 1.67 SD = 1.65 MRT N=16 N=14 N=30 N=27 N=15 N=42 M=2.48 M=3.10 M=2.75 M=3.32 M=3.01 M=3.19 High SD=1.4O SD=1.56 SD=1.49 SD=1.19 SD=1.84 SD=1.49 MRT N=25 N=19 N=44 N=17 N=13 N=30 M =2.34 M=3.25 M =2.74 M=3.46 M=3.01 M=3.28 Total SD = 1 26 SD = 1.54 SD = 1.45 SD = 1.47 SD = 1.72 SD = 1.57 N=41 N=33 N=74 N=44 N=28 N=72 There were no main effects for gender (F [1, 138] = 2.915, p = .090, n2 = .021), MRT score (F [1, 138] = .041,p = .841, 112 = .000), or dimension (F [1, 138] = 1.180, p = .279, n2 = .008). A two-way interaction effects was found: dimension * gender (F [1, 138] = 7.368, p = .007, n2 = .051). Males generally enjoyed 3D game more than females while females enjoyed 2D game more than males. Other two—way interactions, dimension * MRT (F [1, 138] = .211, p = .647, n2 = .002) and gender * MRT (F [1, 138] = .052, p = .820, n2 = .000), were not significant. Three way interaction effect of dimension * gender * MRT was also not significant, F (1, 138) = .809, p = .370, n2 = .006. Therefore, the hypothesis 3, which is that high MRT females enjoy 3D game more than low MRT males, was not supported. Conclusion This study examined the contribution of cognitive skill and gender in game performance and game enjoyment. Specifically, this study hypothesized and tested that cognitive ability is a stronger predictor of game performance and liking than gender, or at least, individual differences in cognitive processing may confound the relationship we see between sex and genre preference (Sherry, 2004). By comparing differences of performance and enjoyment in playing 3D game and 2D game, this study set three hypotheses. First, the expectation that if gender matters in video game play, males perform better and enjoy more video game play than females was partially confirmed. With regard to performance, males, on average, showed better performance than females. However, males’ enjoyment was less than females’, although the effect size was small. Second hypothesis was that high MRT people will perform better in both 2D and 3D games while low MRT people perform better only in 2D game play. Therefore, the margin between high MRT people and low MRT people in 3D game was expected wider in 3D game than 2D game. The result, however, was not consistent with this hypothesis. There was no evidence supporting that the margin between high MRT people and low MRT people in 3D game is wider in 3D game than 2D game. Statistically non-significant interaction was found between mental rotation ability and dimensionality on enjoyment. Third hypothesis was to test the three-way interaction of cognitive skill, gender, and dimensionality. No significant three-way interaction effect for mental rotation skill, dimensionality, and gender was found. Only the two-way interaction of gender and dimensionality was found both in performance and enjoyment. In summary, main findings of this study were categorized largely into three. First, gender is a significant factor affecting video game perfOrmance. Male gamers are more likely to play better than girls. Second, gender and dimensionality of video games are related. Males performed better than females, but the difference was more notable in 3D game play than in 2D game play. In terms of enjoyment, males enjoy 3D game more while females enjoy 2D game more. Third, game performance and enjoyment could not go together. In the study, males performed better in 2D game than females but females enjoyed the 2D game more than males. The overall correlation between enjoyment and performance was also non-significant, r(100) = - .062, p = .452. Discussion This study was an early study in video game research to try to find the interactions of human cognitive skill, gender, and dimensionality of video games by using the same game in different dimensions. Though this study purported to find the 27 superior influence of cognitive skill on video game play, the result was not consistent with the expectation. There would be several explanations for this finding. One of possible explanations for it could be from difficulty imbalance between 2D game and 3D game. For example, the difficulty of the 3D game may have been too high for the participants. Another explanation would be that 2D game play also requires mental rotation skill, according to the result showing wider gap between low MRT players and high MRT players in 2D game play. This study raised several questions to be solved in further research in order to improve knowledge of video game play. Methodologically, this study has several errors. Although random assignment was done for the experiment, there were unbalances between male subjects and female subjects and between high MRT people and low MRT people. Due to the limited availability of participants, data did not fit to the equal proportions of gender and game type, which was originally designed. Measurement of mental rotation skill should have been done before the experiment session that includes the actual game play, for proportionate assignment to an experimental condition. Therefore, to ensure equal or at least similar number of males and females participants who have similar MRT scores in each cell, a pretest of MRT should have been done. However, this experiment arranged to measure mental rotation skill and game play in one given session. Therefore, this study did not have equal distribution of high and low MRT people across gender, and it made a possible threat to the validity of the study. In addition to gender imbalance in MRT, the distinction of high and low MRT groups was also problematic. MRT is one of standardized tests, which assume normal distribution of scores. The division by median (or mean) could confound the result seriously, especially in between group comparison tests as done in this study. This study divided two groups based on median of 8. The number of participants who have 7 and 8 in the test was 9 and 21, which was about 20% of all participants. Therefore, it was possible that the distinction did not reflect high or low cognitive skill appropriately. On experiment design level, there are also many possible confounds to make this study vulnerable. First, different game plays are sensitive to innate technical differences, such as different size, perspective (1St person vs. 3"d person perspective), structures of game map, and controller layout. Moreover, these technical differences are likely to be related to how much realism the game has. Realism of the game is frequently proposed as a critical component for video game play. An increasing degree of realism in computer games would seem to aggravate the gender gap (Hartmann & Klimmt, 2006). 2D game is missing some components that 3D game has, like some ceiling backgrounds and stereo sounds. Due to the loss of one dimension in 2D game, the variety of component of the 3D games should be much higher than that of 2D games. That is, 2D game is more likely to be less realistic than 3D game because of 3rd person perspective, relatively smaller size of game characters, and more simple controllers. Therefore, realism in video games is more likely to influence performance and enjoyment of the games. Second, there are some individual differences that are likely to covariate with video game play, although those can be canceled out by perfect randomization. For example, vision ability can be a critical variable for video game play. In this study, age and major did not show 29 any association with other variables. Importantly, previous game experience could be a confounding variable. Game hours (per week) was related to game performance, r(145) = .252, p = .008. Especially, game hour was associated with 3D game performance (r[60] = .396, p = .003) more than 2D game performance (r[83] = .127, p = .352). This bias can be bettered by a pretest. In addition, there are several suggestions for further studies in video game. First, video game plays need more than one cognitive skill at a time. For example, 3D first person shooting game, like Rainbow six, require 3D mental rotation skill to find right paths, shooting skill to point an enemy correctly, and memory ability to remember the paths a player passed to find a right way. There is no clue for how much contribution one of those skills has over the others and what the most important skill is for the game. For better studies that focus on the role of cognitive skills in video game play, measuring various cognitive abilities and matching them to the performance and enjoyment in a specific video game is desirable, regardless of the stereotypical genre classification of video games, like shooting, puzzle, and action. That is, video game play is a multilevel communicative phenomenon (Lucas & Sherry, 2004), so cannot be explained by single factor. Second, there are few studies that specify what good performance in video game is. The scoring system programmed in most of available video games is one of the convenient indexes for showing game performance. A large number of video games provide the scoring system based on the number of enemy killed or the time elapsed to complete a mission. However, it is also possible for some players that how creatively or how effectively they complete a mission is a crucial index for good performance. Unless the game is simple in terms of the variety of game components, most video games are products of numerous game components. The more complex a game is. the more indexes the game has for measuring the performance. Though we are quite familiar with video game uses, more profound parts of video games are still veiled. What researchers have to do is not describing the video game play. but finding what video game play is. 31 APPENDIX Table 7. Statistics ofobjects in 2D and 3 D (.‘hex-Quest Level Object Name Name Version type In the original Doom 1n the Chex 3D ZD Trooper Commonus 27 27 Monsters Shotgun Guy Bipedicus Imp Bipedicus with Armor 1 1 Items Shell, Bullet Zorcher rechargers 6 6 1 Health potion Water, Fruits 9 9 2 ways comers (L-R) 2 ways comers (L-R) 1 1 13 Stairs (U-D) Stairs (U-D) 2 Map 3 ways 3 ways 1 1 Acid Ponds Acid Ponds 0 0 Teleport Teleport O 0 Trooper Commonus 59 59 MONSICI'S Shotgun Guy Bipedicus 3 3 Imp Bipedicus with Armor 9 9 Items Shell, Bullet Zorcher rechargers 16 16 Health potion Water, Fruits 20 20 2 2 ways 2 ways 12 16 Stairs Stairs 4 3 ways 3 ways 3 4 Map 4 ways 4 ways 1 0 Acid Ponds Acid Ponds 2 2 Teleport Teleport 2 2 Trooper Commonus 56 56 MOHSICFS Shotgun Guy Bipedicus 3 3 Imp Bipedicus with Armor 10 10 Items Shell, Bullet Zorcher rechargers 19 19 Health potion Water, Fruits 10 10 3 2 ways 2 ways 1 1 17 Stairs Stairs 6 3 ways 3 ways 4 5 Map 4 ways 4 ways 1 0 Acid Ponds Acid Ponds 2 2 Teleport Teleport 1 1 BIBLIOGRAPHY AAUW Educational Foundation Research. 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