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).
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