Citation
Turner, Amanda J. (2014). Play to Pay?: Adolescent Video Game Play & STEM Choice. In Robinson, Laura; Cotten, Shelia R.; & Schulz, Jeremy (Eds.), Communication and Information Technologies Annual (pp. 55-71). Emerald Group Publishing Limited.Abstract
PurposeThis study provides empirical support for a link between video game play and likelihood to major in a STEM field.
Design/methodology/approach
Using the National Longitudinal Study of Adolescent Health (Add Health), this study investigates whether adolescents who play video games are more likely than those who do not to choose a STEM field major in college, and if other characteristics explain this relationship.
Findings
Results from a nested series of logistic regression models show that – compared to those who do not play video games in adolescence – teens who play video games are 70% more likely to major in a STEM field when they attend college.
Research limitations/implications
The Add Health dataset allows for empirical verification of the link between video game play and STEM major choice, but it is dated. Future research should use more recent data. Factors such as gaming platform and game genre are likely to be key variables in future research.
Practical implications
This finding lends support for including video game play as a potential factor in future studies on college major choice, and offers further empirical support for utilizing video games as a potential gateway into STEM.
Originality/value
Going beyond previous research, this study finds that playing commercial video games may be one entry point to STEM fields, and implies that it is important to understand the impact of games that millions of young people play.