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Gender differences in patterns of mobile game play
Mobile learning
Simulation game
Gender differences
Play patterns
Role play
Issue Date: 
Paper presented at the iVERG 2010 Proceedings – International Conference on Immersive Technologies for Learning: A Multi-disciplinary Approach, Middlesbrough, UK, 28-29 June 2010
This paper seeks to investigate game play patterns of high school boys and girls in a game-based learning programme anchored on the mobile game Statecraft X and whether there are gender differences in mobile game play. The objective of the game is to enable students to role-play as governors by constructing and acting on principles of governance. One of our major findings indicates that students played the game most frequently at home compared to other spaces such as schools and eateries. Boys spent more time playing at home and in school compared to girls. Boys also used more player actions than girls in every type of player action. Distillation of the underlying factors, that give rise to the patterns observed, will provide a basis for refining the game design to elicit more even participation of both boys and girls, and hence more equal opportunities for learning.
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