@article{7e94db9c0d104d46a53eaf65d00a00a9,
title = "Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game",
abstract = "Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220 students in the 6th grade indicated that girls did have a higher cognitive load and more competition anxiety from synchronous types of competitive games, but they showed beliefs in technology acceptance constructs that were similar to that of boys. Even with high cognitive load and competition anxiety, the boys and girls didn't show a decrease in their perceived ease of playing and sense of usefulness in using this game to learning Chinese characters for two types of competitive games, and they both showed a positive attitude and intentions to play the game. This study implied that the game designers should consider reducing the competition anxiety and cognitive load by extending the time-frames for sequential competition.",
keywords = "Cooperative/collaborative learning, Evaluation of CAL systems, Gender studies, Media in education",
author = "Hwang, {Ming Yueh} and Hong, {Jon Chao} and Cheng, {Hao Yueh} and Peng, {Yu Chi} and Wu, {Nien Chen}",
note = "Funding Information: In the correlation analysis between CA and TAM constructs, the game players' CA influenced TAM constructs only in synchronous competition. Research hypothesis H3 was supported in synchronous competition. Moreover, the game players' CA influenced PEP constructs in synchronous but not sequential competition. Research hypothesis H4 was partially supported. The path analysis indicated that CA was not associated with PULCC in synchronous and sequential competition. In other words, a high CA didn't reduce a player's PULCC and PEP with respect to the game. This was supported by those studies of O'Cass and Fenech (2003) which explored CA as a part of the nature of internet users not correlated to buying behavioral intention. Concerning the correlation effect CL exerted on TAM constructs, the path analysis showed that, in both types of competition, CL had a direct positive effect on PULCC. However, CL showed a direct positive effect on PEP only during synchronous competition, and not in sequential competition. These results are consistent with Rennecker and Godwin's (2005) study, which indicated that interruption in a synchronous interaction that is initiated by others is unexpected, and, compared with other interactions, resulted in more players discontinuing their activity. ",
year = "2013",
month = jan,
doi = "10.1016/j.compedu.2012.06.014",
language = "English",
volume = "60",
pages = "254--263",
journal = "Computers and Education",
issn = "0360-1315",
publisher = "Elsevier Limited",
number = "1",
}