<p> Employing a critical discourse analysis as a methodology, the study provides information into the intersection of male student development, video games, and two-year higher education institutions. Using a sample of 13 participants, this research study examines how male students at two year higher education instructions use video games to construct their masculinity. This study provides evidence that college men construct multiple definitions of masculinity by playing video games. Further, the benefits explored include academic and workplace strategies for success. Finally, opportunities for two year institutions to further engage this student population is included.</p>
Identifer | oai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:3681948 |
Date | 21 February 2015 |
Creators | Niemi, Eric J. |
Publisher | Northern Illinois University |
Source Sets | ProQuest.com |
Language | English |
Detected Language | English |
Type | thesis |
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