This study examines gender, race, and the need for social gratification as significant predictors of the number of hours of weekday and weekend digital game play. Secondary analysis of data from the National Center for Education Statistics' Education Longitudinal Study of 2002 revealed that that Caucasian and Asian students were associated with diminished digital game play, whereas African Americans students were associated with increased play. Results also indicated that the need for social gratification and being male was associated with greater digital game play.
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Green et al. (2008) studied this question.
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