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.
|Commitee:||Armstrong, Sonya, Baumgartner, Lisa|
|School:||Northern Illinois University|
|Department:||Counseling, Adult and Higher Education|
|School Location:||United States -- Illinois|
|Source:||DAI-A 76/06(E), Dissertation Abstracts International|
|Subjects:||Adult education, Mass communications, Gender studies, Higher education|
|Keywords:||Adult education, College men, Gender studies, Higher education, Two year institution, Video games|
Copyright in each Dissertation and Thesis is retained by the author. All Rights Reserved
The supplemental file or files you are about to download were provided to ProQuest by the author as part of a
dissertation or thesis. The supplemental files are provided "AS IS" without warranty. ProQuest is not responsible for the
content, format or impact on the supplemental file(s) on our system. in some cases, the file type may be unknown or
may be a .exe file. We recommend caution as you open such files.
Copyright of the original materials contained in the supplemental file is retained by the author and your access to the
supplemental files is subject to the ProQuest Terms and Conditions of use.
Depending on the size of the file(s) you are downloading, the system may take some time to download them. Please be