Claims

Male participants were almost twice as likely as females to be engaged in gaming

Claim · All claims
Evidence · 1 study · associational r2 · q2
Currency · newest study 2010 · not yet checked against its sources · not reviewed by a person · overdue for a recheck since 2015: baselines and conditions change

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Gender was a significant indicator of video gaming engagement, with males almost twice as likely to be engaged as females. → Bobby Hoffman 2010

Evidence

Bobby Hoffman 2010

Bobby Hoffman, Louis Nadelson. (2010). Motivational engagement and video gaming: a mixed methods study. Education Tech Research Dev 58:245-270. https://doi.org/10.1007/s11423-009-9134-9

q2 · i? · associational · r2

From the same regression analysis of 189 participants (75.3% female); gender entered as a predictor contributed significantly (Table 5 reports R²Δ = .029, p = .008 for gender). The article states males were "almost twice as likely to be engaged in gaming as females"; no effect size is printed.

"Males were almost twice as likely to be engaged in gaming as females, making gender a significant indicator of video gaming engagement."

Discussion

Page metadata
Field Value
type claim
id males-twice-likely-gaming-engagement
title Male participants were almost twice as likely as females to be engaged in gaming
description Male participants were almost twice as likely as females to be engaged in gaming
status review
evidence_strength moderate
newest_evidence 2010
recheck_by 2015
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — bobby-hoffman-2010

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