To read the full version of this content please select one of the options below:

Play to Pay?: Adolescent Video Game Play & STEM Choice

Communication and Information Technologies Annual

ISBN: 978-1-78350-629-3, eISBN: 978-1-78350-582-1

ISSN: 2050-2060

Publication date: 27 November 2014

Abstract

Originality/value

Going beyond previous research, this study finds that playing commercial video games may be one entry point to STEM fields, and implies that it is important to understand the impact of games that millions of young people play.

Keywords

Acknowledgements

Acknowledgments

This research uses data from Add Health, a program project directed by Kathleen Mullan Harris and designed by J. Richard Udry, Peter S. Bearman, and Kathleen Mullan Harris at the University of North Carolina at Chapel Hill, and funded by grant P01-HD31921 from the Eunice Kennedy Shriver National Institute of Child Health and Human Development, with cooperative funding from 23 other federal agencies and foundations. Special acknowledgment is due Ronald R. Rindfuss and Barbara Entwisle for assistance in the original design. Information on how to obtain the Add Health data files is available on the Add Health website (http://www.cpc.unc.edu/addhealth). No direct support was received from grant P01-HD31921 for this analysis.

Citation

Turner, A.J. (2014), "Play to Pay?: Adolescent Video Game Play & STEM Choice", Communication and Information Technologies Annual (Studies in Media and Communications, Vol. 8), Emerald Group Publishing Limited, Bingley, pp. 55-71. https://doi.org/10.1108/S2050-206020140000008018

Publisher

:

Emerald Group Publishing Limited

Copyright © 2014 Emerald Group Publishing Limited