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Original scientific paper
https://doi.org/10.15516/cje.v19i3.2262

Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences

Veljko Aleksić ; Faculty of Technical Sciences Čačak, University of Kragujevac
Mirjana Ivanović ; Faculty of Sciences, University of Novi Sad

Fulltext: english, pdf (307 KB) pages 697-727 downloads: 164* cite
APA 6th Edition
Aleksić, V. & Ivanović, M. (2017). Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences. Croatian Journal of Education, 19 (3), 697-727. https://doi.org/10.15516/cje.v19i3.2262
MLA 8th Edition
Aleksić, Veljko and Mirjana Ivanović. "Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences." Croatian Journal of Education, vol. 19, no. 3, 2017, pp. 697-727. https://doi.org/10.15516/cje.v19i3.2262. Accessed 24 Nov. 2020.
Chicago 17th Edition
Aleksić, Veljko and Mirjana Ivanović. "Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences." Croatian Journal of Education 19, no. 3 (2017): 697-727. https://doi.org/10.15516/cje.v19i3.2262
Harvard
Aleksić, V., and Ivanović, M. (2017). 'Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences', Croatian Journal of Education, 19(3), pp. 697-727. https://doi.org/10.15516/cje.v19i3.2262
Vancouver
Aleksić V, Ivanović M. Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences. Croatian Journal of Education [Internet]. 2017 [cited 2020 November 24];19(3):697-727. https://doi.org/10.15516/cje.v19i3.2262
IEEE
V. Aleksić and M. Ivanović, "Early Adolescent Gender and Multiple Intelligences Profiles as Predictors of Digital Gameplay Preferences", Croatian Journal of Education, vol.19, no. 3, pp. 697-727, 2017. [Online]. https://doi.org/10.15516/cje.v19i3.2262
Fulltext: croatian, pdf (307 KB) pages 697-727 downloads: 196* cite
APA 6th Edition
Aleksić, V. & Ivanović, M. (2017). Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara. Croatian Journal of Education, 19 (3), 697-727. https://doi.org/10.15516/cje.v19i3.2262
MLA 8th Edition
Aleksić, Veljko and Mirjana Ivanović. "Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara." Croatian Journal of Education, vol. 19, no. 3, 2017, pp. 697-727. https://doi.org/10.15516/cje.v19i3.2262. Accessed 24 Nov. 2020.
Chicago 17th Edition
Aleksić, Veljko and Mirjana Ivanović. "Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara." Croatian Journal of Education 19, no. 3 (2017): 697-727. https://doi.org/10.15516/cje.v19i3.2262
Harvard
Aleksić, V., and Ivanović, M. (2017). 'Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara', Croatian Journal of Education, 19(3), pp. 697-727. https://doi.org/10.15516/cje.v19i3.2262
Vancouver
Aleksić V, Ivanović M. Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara. Croatian Journal of Education [Internet]. 2017 [cited 2020 November 24];19(3):697-727. https://doi.org/10.15516/cje.v19i3.2262
IEEE
V. Aleksić and M. Ivanović, "Spol i profil višestrukih inteligencija mlađih adolescenata kao prediktori preferenci igranja digitalnih igara", Croatian Journal of Education, vol.19, no. 3, pp. 697-727, 2017. [Online]. https://doi.org/10.15516/cje.v19i3.2262

Abstracts
The paper explores the relations among early adolescents’ digital gaming preferences and habits and their gender and multiple intelligences profiles. The study was conducted in 2015 with an empirical sample of 1,262 students aged 11 to 15. A vast majority of these students (86.9 %) played digital games regularly. Early adolescent females spent on average 8.7 h per week playing digital games, while males spent an average of about 17.7 h per week playing digital games. Students with higher scores in Interpersonal intelligence section spent more time playing digital games, while those with higher scores in Visual/spatial and Natural intelligences section played less. Most of the students (41.6 %) played digital games longer than five years. Early adolescent males favored Arcade and Sports games, while females preferred Logic, Online and Adventure game genres. Arcade (Action/Shooter/Platform) and Adventure games were preferably played by students with higher scores in Logical/mathematical intelligence, and Sports (Fighting) games were preferably played by students with higher scores in Bodily/kinesthetic intelligence. Strategy games were a preferred genre for students with lower scores in Musical/rhythmic intelligences. These findings support the notion that individual psychological characteristics lead to media selection and behavioral patterns construction. Vice versa, playing the preferred game genre will probably further motivate players to enhance the specific set of skills, strategies and habits.

Keywords
digital gameplay; early adolescents; gender; multiple intelligences

Hrčak ID: 187830

URI
https://hrcak.srce.hr/187830

[croatian]

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