1 Introduction
1.1 Who are Generation X?
Nielsen | Pew Research Center | Age in 2016 (years) | ||
---|---|---|---|---|
Generation | Year | Generation | Year | |
Greatest generation | 1901–1924 | Greatest and silent generations | 1945 or earlier | 71 or over |
Silent generation | 1925–1945 | |||
Baby boomers | 1946–1964 | Baby boomers | 1946–1964 | 52–70 |
Generation X | 1965–1976 | Generation X | 1965–1980 | 36–51 |
Millennials/Gen Y | ||||
Younger Millennials (18–27) Older Millennials (28–36) | 1977–1995 | Millennial | 1981–1996 | 20–35 |
Generation Z | 1995-Present | Post-Millennial | 1997-Present | 18–19 |
1.2 Background Literature
1.3 Intergenerational Gaming
2 Methods
2.1 Search Strategy
Database | Search | Adaptations | Results |
---|---|---|---|
Google Scholar | “video games” AND “gen X” | 1970–2000 | 2000 |
Google Scholar | “digital games” AND “gen x” | 1970–2000 | 1000 |
Pubmed | (“Video Games”[Mesh] OR “video games”[All Fields] OR “computer games”[All Fields] OR “arcade games”[All Fields] OR “digital games”[All Fields]) AND (“generation x”[All Fields] OR “gen x”[All Fields]) | Any filter | 0 |
ACM | (“generation x” OR “gen X” “video games” OR “digital games” OR “computer games”) | Since 1970 only journals | 140 |
Scopus | (ALL (“generation x” OR “gen X”) AND ALL (“video games” OR “digital games” OR “computer games” OR “arcade games”)) | (LIMIT-TO (DOCTYPE, “ar”)) AND (LIMIT-TO (LANGUAGE, “English”)) | 45 |
CINAHL | (“generation x” OR “gen X” “video games” OR “digital games” OR “computer games”) | Published data 01/01/1970—31/12/2017 Type: clinical trial, journal article, meta-analysis, randomized controlled trial, review. Age groups: all adult. Language: English, Portuguese, Spanish | 1 |
2.2 Study Selection
Inclusion | Exclusion |
---|---|
Type of document | |
Articles | Editorials |
Case studies | Extended abstracts or ‘work in progress’ papers |
Report original results | Commentaries |
Clinical trials | Study protocols |
Randomized control trials | Book chapters |
Generation X | Not finished studies |
Not available articles | |
Reviews | |
Ph.D., M.Sc & B.Sc thesis | |
Newsletter | |
Reports | |
Gen Z | |
Baby boomers | |
Oldest old | |
Millennials |
Primary themes | Secondary themes | n = papers |
---|---|---|
Purpose and objectives | Games for health | 6 |
Violence | 3 | |
Cognition | 4 | |
Gender | 7 | |
Consumer perceptions of ratings | 1 | |
Observation of gamers | 1 | |
Leisure, preference, behaviour, and arousal’ | 5 | |
Reporting | Sample characteristics | |
Race | 5 | |
Age | 10 | |
Gender | 14 | |
Gender (men only) | 4 | |
Gender (women only) | 2 | |
Education | 2 | |
Socio-economics | 1 | |
Geographic locations | 3 | |
Family income | 1 | |
Type of participants | 18 | |
University students | 11 | |
Medical students | 1 | |
Highschool students | 5 | |
Health clinic | 1 | |
Disabilities | 2 | |
No description or held administrative positions | 2 | |
Multiple studies or phases | 6 | |
Study design | 20 | |
Reimbursement | 9 | |
Suggested future work and recommendations | 16 | |
Methods | Quantitative data | 10 |
Historical data | 2 | |
Physiological data, and | 7 | |
Qualitative data collection | 2 | |
Technology | Type of video game (commercial) | 8 |
Purpose built | 1 | |
Hardware | 7 | |
Public arcades | 1 | |
Limited details provided | 9 | |
Ethics | Reporting ethics | 5 |
No ethics declared | 14 | |
Parental consent | 1 |
2.3 Data Analysis
3 Results
3.1 General Characteristics of Studies
3.2 Themes
# | Reference, Title Journal Country of study | Objectives | Study design | Sample size(s), gender and age range/mean age (year) | Type of videogame/console | Measures | Main findings |
---|---|---|---|---|---|---|---|
1 | Baer (1980) Effect of a time-slowing suggestion on performance accuracy on a perceptual motor task Perceptual and Motor Skills USA | Examine the hypothesized relationship between a hypnotic time-slowing suggestion and performance accuracy | Experimental/control (ABABAB) study Single subject withdrawal design | N = 3 Female 100% 19,23,25 years old | Telsar Video Sports Game, model 6040 Violence not mentioned Video-tennis game (Pong), interaction with a paddle | Creative Imagination Scale (Wilson and Barber 1976) | Results show the improve of motor performance following hypnotic time-slowing, implied motivational and relaxation instructions in improving perceptual motor performance |
2 | Ballard and Wiest (1996) Mortal Kombat ™: The Effects of Violent Videogame Play on Males’ Hostility and Cardiovascular Responding Journal of Applied Social Psychology USA | Examine the effects of videogame play | Experimental study Randomized controlled trial | N = 30 Gender = Male Age range 18–23 years (M = 19.53). Freshmen n = 16, sophomores n = 4, juniors n = 5, seniors n = 5. African American n = 1, White n = 29 $5 remuneration | Console: Sega Genesis computer videogame Videogames: the Cornet Pocket and Mortal Kombat Examine violence | Automatic electro-phygmomanometer Adult sized BP cuff positioned on the non-dominant arm Questionnaire following videogame play Bell Adjustment Inventory Buss-Durkee Hostility Inventory | The level of violence varied between the 2 version of MK – MK1 resulted in less violence, whereas MK2 resulted in greater violence. Greater cardiovascular reactivity was recorded, alongside higher hostility measure scores by gamers of MK2 than MK1 Gamers of MK1 and MK2 showed increased heart rate reactivity than those playing billiards. |
3 | Ballard and Lineberger (1999) Video Game Violence and Confederate Gender: Effects on Reward and Punishment Given by College Males Sex roles USA | Examine the interactive effects of level of video game violence in gender of competitor/confederate | Experimental | N = 119 Gender = Male Mean age = 21 years White n = 96, African American n = 23 | Console: Sega Genesis game system Videogame: Mortal Combat Examine violence | Study a list of 20 words Play during 15 min Draw slips of paper that would assign teacher o learner roles Test of be tested on the world pair list | This study demonstrated that violent video games affect aggressive behavior |
4 | Barnett et al. (1997) Late Adolescents’ Experiences with and Attitudes Toward Videogames Journal of Applied Social Psychology USA | Determine whether the extent of videogame play is associated with differences in personality characteristics among videogame players has failed to yield a consistent pattern of results | Experimental | N = 229 College Students n = 127 (f: n = 56, m: n = 71) High school students n = 102 (f: n = 56, m: n = 46) White n = 82.1% M age n = 18.1 Age range 15–19 years 85.9% | Arcade videogames Nintendo Sega GameGear GameBoy | Videogame Questionnaire | Differences were found among late adolescents that were associated with their gender |
5 | Braun and Giroux (1989) Arcade Video Games: Proxemic, Cognitive and Content analyses Journal of Leisure Research Canada | Determine the psychological complexity and reinforcement characteristics of a sample of the most popular arcade videogames; sex differences; describe social structure of arcade clientele; describe certain human-to-human interaction contingencies of the games; determine the value content of the games with particular attention to violence | Experimental | N = 498 Female n = 55 Males n = 443 Not specified | 18 of Montreal’s largest urban video arcades More than 50 video game machines Examine violence | Observation 5 sessions | The authors suggest that arcade video games promote a competitive mentality so that, could be promote violence as well |
6 | Brown et al. (1997) Gender and Video Game Performance Sex roles USA | Investigate potential gender differences in video game (pong) performance in university students | Experimental study (three different experiments) | Experiment 1 N = 32 Male n = 16 Female n = 16 University students, received course credits as remuneration Experiment 2 N = 28 Male n = 14 Female n = 14 University students, received course credits as remuneration Experiment 3 N = 84 Male n = 42 Female n = 42 Students undergraduate courses at Pacific Lutheran University received course credit as remuneration | Experiment 1: A television ping pong game control panel Experiment 2: 34 different videogames and 12 different sports 5-point-scale 12 items from Nebes and Briggs scale | Experiment 1 One player controlling a paddle on the right side of the screen, failure to intercept the ball results in the machine scoring one point, and the game is over with a 15-points score Experiment 2 Analysis by gender, order, hand used, trial, with repeated measures on the last two factors Experiment 3 The game is over with a 10-points-score | Results identified both genders performed badly when playing Pong with female audiences, whilst male participants played better than females in Experiments 1 and 2. Across all Experiments participants of both genders demonstrated significant improvement in their performance. |
7 | Calvert and Tan (1994) Impact of Virtual Reality on Young Adults’ Physiological Arousal and Aggressive Thoughts: Interaction Versus Observation Journal of Applied Developmental Psychology USA | Compare the impact of playing versus observing a violent virtual reality game on young adults’ arousal levels, feelings of hostility and aggressive thoughts | Experimental | N = 36 (M age = 20 years, 6 months) Female n = 18 Male n = 18 Middle class college students | Virtual reality games | Pre-test: Personality trait measure (Buss and Durkee 1957) Post-test: pulse rate, Multiple Affective Adjective Check List & thought-listing questionnaire | Results suggest that participants may not generalize these actions to real life situations |
8 | Dalziel et al. (1989) Behavioural Correlates of Extrinsically Reinforced Video Game Play Behavioral Processes Australia | Investigate to identify intrinsic and extrinsic reinforcement video game | Experimental | Experiment 1 and 2 (same population) N = 10 Male n = 5 Female n = 5 First and second year students | TV Screen and video game unit | Observation | The data obtain suggest that human conception of ERCB may be experimentally identified and manipulated. This has important implications for the more subtle effects of reinforcement over and above commonly measured target response changes |
9 | Funk et al. (1999) Rating Electronic Games, Violence Is in the Eye of the Beholder Youth & Society USA | Compare commercial ratings for popular electronic games with consumer perceptions | Descriptive | Sixth graders n = 52 (Female n = 38); Parents n = 37 (Female n = 31), Non-parents n = 146 (Female n = 93) | Games: Doom; Mortal Kombat; Street Fighter; Sonic; Pacman; Donkey Kong; Mario Brothers & Aladdin Game | Categorize each of the 49 listed games that they had played or had observed someone play | This study was limited to perceptions of violent content. The list of games generated by the fourth graders did not permit comparison of consumer perceptions with the content-based system |
10 | Funk, et al. (2000) Preference for Violent Electronic Games, Self-Concept, and Gender Difference in Young Children | Examined the relationships between participants and videogames based on gender, time commitment, preference for violent games and self-concept | Descriptive | Fourth and fifth grade students (n = 364; females n = 203; males n = 160) 1 student did not respond). Midwestern suburban school district | N/A | Measures: The Harter Self-Perception (1985). “[…] consists of six subscales-scholastic competence, social acceptance, athletic competence, physical appearance, behavioral conduct, and global self-worth (selfesteem)-each of which contains six statements with two options” | This study identified via completed survey that participants showed stronger preferences towards violent videogames—and was associated to lower self-perceived behavior. Boys more so than girls listed greater preference (favourite video game) as violent games and girls spend less time playing than boys |
11 | Kasteleijn-Nolst Trenite et al. (1999) Video-Game Epilepsy: A Euroepan Study Epilepsia Portugal, Italy, UK | Investigate if video games could be a provocative factor of seizures | Descriptive | N = 387 Split between 3 age groups (13–18 years, 19–30 years, > 30 years) –no exact numbers presented. Only in Figure 2. Female n = 220 Male n = 167 UK Participants (male n = 24; female n = 11) | Super Mario World Nintendo | Electroencephalogram (EEG) examination, intermittent photic, pattern, and television simulation | Of the patients who were referred because of seizures, in front of the television or evoked, by a video or computer game, 14% proved not to be photosensitive. There were no differences between age or use of medication |
12 | Lawton and Morrin (1999) Gender Differences in Pointing Accuracy in Computer-Simulated 3D Mazes Sex Roles USA | Examine factors that might affect the gender difference in pointing accuracy using three-dimensional computer simulated mazes | Experimental | Experiment 1 Female n = 123, Male n = 96 Mean age = 22.68 (SD = 6.36) White n = 92%; African American n = 4%; Asian American n = 3% Experiment 2 (n = 182) Female n = 115, Male n = 67, Mean age = 22.60 (SD = 6.92), White n = 82%; African American n = 7%; Asian American n = 5%; Hispanic n = 4% | Experiment 1: play mazes created using DoomCad—Doom II Experiment 2: decision what way should a video snake turn | Experiment 1: mazes about one turn, two turns, four turns or six turns Experiment 2: mazes like experiment 1 and a 5 point scale about past video game experience | Results from these 2 experiments display differences between genders associated to the accuracy of pointing in a simulated environment. Women more than men showed a 20° pointing error. Further exposure is necessary to determine whether women and men would eventually reach similar asymptotic levels of performance |
13 | Miller and Ditto (1988) Cardiovascular Responses to an Extended Aversive Video Game Task Psychophysiology Canada | Examine the cardiovascular effects of long-term active stressors by exposing human subjects to a one-hour shock avoidance procedure | Experimental | n = 10 Gender = Males Renumeration $5/hour | Atari video games: hockey, maze craze, tennis, enduro | Systolic, diastolic and mean arterial blood pressure Heart rate Digital blood volume pulse (DBVP) Respiration rate Two experimental sessions | The results indicated that individual differences in mean arterial blood pressure response to the stressor were significantly related to individual differences in heart rate response to the first 15 min, but increasingly unrelated to heart rate response, and more related to DBVP response, as the session progressed |
14 | Millett et al. (1999) Seizures During Video-Game Play and Other Common Leisure Pursuits in Known Epilepsy Patients Without Visual Sensitivity Epilepsia UK | Examine systematically whether exposure to video game material is a risk factor for seizures in patients with chronic epilepsy without visual sensitivity | Experimental | N = 212 Female n = 100 (47%) Male n = 112 (53%) Median 31 years Range 16–57 years | Sega 16X: The lion king, Football 95, Racing, Sonic and Knuckles, Sylvester and Tweety Super nintendo: Wild and Wacky Sports, Tazmania, Donkey Kong Country, The Jungle Book, Earthworm Jim Sega Saturn System: Pebble Beach Golf, Rally Racing, Virtuo 16Cop, Pinball, Bug, Clockwork Knight | Video game playing session or a period of leisure (i.e. reading, physical exercise, puzzles…) Video EEG monitoring | The authors do not identify a greater risk factor of seizures in patients with epilepsy during video game play compared with other common leisure pursuits |
15 | O’Connor et al. (2000) Evaluation of a Manual Wheelchair Interface to Computer Games Neurorehabilitation and Neural Repair USA | Phase 1: the purpose was to have wheelchair athletes evaluate the wheel-chair-computer game interface and identify the type of game that the subjects preferred to play with the system Phase 2: was to identify whether the GAME wheels could elicit and exercise training response | Experimental | Phase 1 N = 35 Mean age = 42.2 (SD = 13.9) Gender: Male Mean Years post SCI (9 cervical, 14 thoracic, 5 lumbar, and 7 other types of disabilities) including amputations and nerve disease 17.0 ± 11.6 Phase 2 N = 10 3/10 females Mean age = 41.9 | GAME wheels Video games: need for speed II, the ultimate doom and power boat racer | Phase 1 Verbal description of the operation of GAME wheels system and the computer games Phase 2 Physiologic data were collected | GAME wheels could be a adequate system to exercise. Further investigation is necessary to demonstrate the effectiveness |
16 | Pepin and Dorval (1986) Effect of Playing a Video Game on Adults’ and Adolescents’ Spatial Visualization Paper presented at the 1986 Conference Paper: AERA Annual Meeting, San Francisco Canada | Assess the effects of the practice of a video game on spatial visualization test scores | Experimental | Experiment 1 (n = 70): Females n = 33, Males n = 37 Mean age = 22 Experiment 2 (n = 101): Females n = 60, Males, 41 males Mean age = 13 | Video Game Zaxxon | Experiment 1: Space Relations Test of the DAT Experiment 2: survey and Space Relations Test of the DAT | It remains difficult to take a firm position concerning the effects of video game practice on spatial visualization |
17 | Philippatos and Moscato (1971) Effects of Constrained Information on Player Decisions in Experimental Business Simulation: Some Empirical Evidence Journal of the Association for Computing Machinery USA | Test whether in game playing the decisions made by temporarily formed groups with lack of information about the name, nature, and rules of the simulation | Experimental | N = 200 Age & Gender not specified | Video games: FINANSIM, MARKSIM | Variables analyzed with FINANSIM: production, plant capacity and machine capacity Variables analyzed with MARKSIM: price, quality and national advertising expenditures Divided in two groups: informed and uninformed | There no exist significant differences in the decisions of the groups that were separated into informed and uninformed in two different business simulations of serious complexity that were augment marketing and financial skills |
18 | Tkacz and Laforce (1998) Sex of Player and Practice in Lateral Discrimination and Videogame Performance Perceptual and motor skills USA | Extend those findings to dynamic spatial performance involving navigation in a videogame by investigation acquisition of skill and predictors of performance for men and women | Experimental | N = 21 Students Females n = 13, Males n = 8 | Video game Snakebyte | Questionnaire regarding anxiety about performance of spatial tasks. Three timed papers and pencil tests of directional information processing | Game performance was related to both scores on spatial anxiety and right-left discrimination. Skill acquisition curves did not differ for the 8 men and 13 women. |
19 | Turner et al. (1997) Use of virtual reality car-driving stressor in cardiovascular reactivity research Behavior Research Methods, Instruments and Computers USA | Provide an evaluation of the possible merits of utilizing a commercially available virtual reality car-driving task in cardiovascular reactivity research | Experimental | N = 18 Males n = 11, Females n = 7 Mean age = 24.2 (SD = 1.5) White n = 6; African American n = 1 $10 remuneration per participants, additional $25 for the fastest male and female drivers (males), 24.9 (females) | Panasonic Real 3DO Interactive Multi-Player Kaiser Electro Optics Vision Immersion headset Need for Speed | Electrodes and blood pressure 10 min car driving simulation task | The evidence provided here strongly suggests that this virtual reality car-driving simulation stressor may be a useful addition to risk identification protocols |
20 | Wilder et al. (1985) Gender and Computers: Two Surveys of Computer-Related Attitudes Sex roles USA | Provide data concerning the extent to which perceptions of and attitudes toward computers and video games differ between sexes of school age | Descriptive | N = 1600 From kindergarten to grade 12 | Video games and computer | Demographic data, out-of-school activities, favorite school subjects, access to and use of computers and video games at home | The differences between the sexes in attitudes toward the computer are statistically significant but quite small in an absolute sense. |