The Eyes Have It: Measuring Spatial Orientation in Virtual Worlds to Explain Gender Differences in Real Ones

Abstract

The research we report on here is based on a collaborative effort between researchers in gender studies with researchers in educational neuroscience focusing on affect and mathematical cognition and learning in virtual environments (e.g., Campbell, 2010a; 2010b; Du, Campbell, and Kaufman, 2010). For those of us in gender studies, this work began, not with using videogames as a research tool, but with an extended series of studies that looked at gender differences in access to, uses of and competence with new technologies, particularly videogames (Bryson and de Castell, 1995, 1996; de Castell and Bryson, 1998, Jenson and de Castell 2004, 2008, 2010).

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Document Details

Document Type
Technical Report
Publication Date
Jun 14, 2010
Accession Number
AD1068904

Entities

People

  • Jennifer Jenson
  • Nicholas Taylor
  • Nis Bojin
  • O A Cimen
  • Olga Shipulina
  • Stephen R Campbell
  • Suzanne De Castell

Organizations

  • Simon Fraser University

Tags

Communities of Interest

  • Cyber
  • Energy and Power Technologies

DTIC Thesaurus Topics

  • Case Studies
  • Cognition
  • Computers
  • Data Sets
  • Education
  • Environment
  • Mathematics
  • Navigation
  • Orientation (Direction)
  • Pilot Studies
  • Psychology
  • Reliability
  • Simulations
  • Three Dimensional
  • Video
  • Video Games
  • Virtual Reality

Readers

  • Instructional Design and Training Evaluation.
  • Small Business Innovation Research Program (SBIR) EDI Research and Innovation.
  • Vision Science/Vision Psychology/Cognitive Neuroscience.