Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games

2011 ◽  
Vol 14 (3) ◽  
pp. 289-311 ◽  
Author(s):  
Melinda C. R. Burgess ◽  
Karen E. Dill ◽  
S. Paul Stermer ◽  
Stephen R. Burgess ◽  
Brian P. Brown
2020 ◽  
Vol 9 (4) ◽  
pp. 493-498 ◽  
Author(s):  
Patrick M. Markey ◽  
James D. Ivory ◽  
Erica B. Slotter ◽  
Mary Beth Oliver ◽  
Omar Maglalang

Author(s):  
Yi Mou ◽  
Wei Peng

While the violent content of video games has caused wide concern among scholars, gender, and racial stereotypes in video games are still an understudied area. The purpose of this chapter is to provide a better understanding of the stereotypical phenomenon in video games. The book chapter first provides a comprehensive review of previous studies conducted upon gender-role and racial portrayals in video games. Then a small-scale content analysis on a sample of official trailers, introductory sequences and covers of 19 of the most popular video games is introduced. Finally, the implications of stereotype in video games and the possible social and psychological impacts on players, especially adolescent players, are discussed.


2011 ◽  
Author(s):  
Sarah J. Huckaby ◽  
Sarah E. Wood ◽  
Richard J. Tafalla ◽  
Andrew T. Nordstrom ◽  
Greg W. Bringgold ◽  
...  

2020 ◽  
pp. 37-76
Author(s):  
Christopher B. Patterson

This chapter argues that video games, unlike literature and film, are most often depicted as a form of global art, free of ideologies and nationalist boundaries. It examines how such “global games” reconceive of race as campy and Asiatic through experiences of play, focusing on the games Street Fighter II, League of Legends, and Overwatch. These games, conceived as “global,” contain a dizzying diversity of racial stereotypes that fluctuate between the empowering and the offensive. Exploring theories of camp sensibility (Susan Sontag), traveling erotics (Roland Barthes), and Japanese aesthetics, this chapter asks how “global games” are played as gateways into “the Asiatic,” a playful and digital form of Asian-ish representation that straddles notions of the queer, the exotic, the bizarre, and the Orientalist.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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