Social intelligence game

Oct 24, 2007 08:09

Two weeks ago, we looked at how just ten hours on a video game helped women catch up in spatial performance ( 10/9/2007). Researchers at McGill University are developing games towards a different purpose: increasing self-esteem and reducing stress. Mark Baldwin's Self-Esteem Games attempt to condition players to focus on the positive about themselves and their environments. Much of the theory behind the self-esteem games is based on Baldwin's findings that low self-esteem individuals pay more attention to rejection than acceptance (Baldwin & Dandeneau, 2004). Surprisingly, the group's research has found no difference in self-esteem between men and women (e.g. Baccus et al, 2004).

As discussed in June, many researchers have found differences in self-esteem measurements between men and women, although it varies with the measurement used. Despite the inconsistencies in measuring gender differences in self-esteem, many theories surrounding gender differences in performance focus on women's assumed lower self-esteem. Personally, I think that women do tend to have lower self-esteem, at least in the protective definition of the concept. While women and men may have similar levels of self-esteem in a generalized sense, I suspect that the difference in how it is constructed may leave women more vulnerable to criticism than men, which would counteract any protective effect.

video games, self-esteem, mcgill university, seg, games, stephane dandeneau, jodene baccus, mark baldwin

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