We investigated potential gender differences in video game (pong) perf
ormance in university students. In Experiment 1 men (N = 16) performed
significantly better than women (N 16). Experiment 2 was similar to t
he first but used 14 men and 14 women who were matched carefully on pr
evious video game experience. In spite of the matching, results replic
ated those of the first experiment. In Experiment 3 we evaluated the e
ffect of an audience (male, female, none) on pong performance in 42 me
n and 42 women. We also assessed trait competition anxiety (Sport Comp
etition Anxiety Test scores), sex role identification (Bem Sex Role In
ventory scores), and video game experience. Both genders showed signif
icantly poorer performance when they played pong in the presence of a
female audience. Overall, males outperformed females as in the first t
wo experiments. Examination of individuals with low, medium, and high
levels of sport competition anxiety and videogame experience reveals p
ersistent gender differences in performance, seemingly independent of
levels of anxiety and experience. In all three experiments, both men a
nd women showed significant improvement in performance over trials.