Gender and Racial Stereotypes in Popular Video Games

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.

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.


2020 ◽  
Vol 9 (4) ◽  
pp. 493-498 ◽  
Author(s):  
Patrick M. Markey ◽  
James D. Ivory ◽  
Erica B. Slotter ◽  
Mary Beth Oliver ◽  
Omar Maglalang

1998 ◽  
Vol 27 (1) ◽  
pp. 113-124 ◽  
Author(s):  
John B. Ford ◽  
Patricia Kramer Voli ◽  
Earl D. Honeycutt ◽  
Susan L. Casey
Keyword(s):  

Author(s):  
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.


2014 ◽  
Vol 22 (2) ◽  
pp. 170-188 ◽  
Author(s):  
Yann Verhellen ◽  
Nathalie Dens ◽  
Patrick de Pelsmacker

2017 ◽  
Vol 14 (2) ◽  
pp. 227
Author(s):  
Siti Mardlijah

Penelitian ini telah dilakukan terhadap isi lambung ikan cakalang (Katsuwonus pelamis) hasil tangkapan pole and line dan ikan madidihang (Thunnus albacares) hasil tangkapan hand line yang didaratkan di Bitung, Sulawesi Utara pada bulan Mei, Juli, dan September 2005. Penelitian ini bertujuan untuk mengetahui komposisi jenis makanan ikan cakalang (Katsuwonus pelamis) dan ikan madidihang (Thunnus albacares). Contoh ikan cakalang (Katsuwonus pelamis) berjumlah 69 ekor dan contoh ikan madidihang (Thunnus albacares) berjumlah 63 ekor. Pengambilan contoh dilakukan di perusahaan perikanan dan tempat pengasapan atau fufu cakalang. Pengamatan dilakukan secara visual dan gravimetrik kemudian dianalisis dengan metode indeks of preponderance. Hasil penelitian menunjukkan bahwa komposisi makanan ke-2 jenis ikan pelagis besar tersebut berubah-ubah dan memiliki kemiripan terhadap 1 jenis makanan yaitu ikan malalugis (Decapterus macarellus), yang merupakan makanan utama ikan cakalang (Katsuwonus pelamis) dan ikan madidihang (Thunnus albacares). Stomach content analysis of skipjack tuna (Katsuwonus pelamis) which was caught by pole and line and yellow fin tuna (Thunnus albacares) caught by hand line, landed in Bitung, North Sulawesi i May, July, and September 2005 were conducted. The objective of the experiment is to know dietary composition of skipjack tuna (Katsuwonus pelamis) and yellow fin tuna (Thunnus albacares). The number of specimen observed 69 of skipjack tunas (Katsuwonus pelamis) and 63 of yellow fin tunas (Thunnus albacares). Sampling site were located in fishery company and at a small scale fish smoked industry. Stomach content analysis of the two fishes were observed visually measured and gravimetrically. The stomach content analysis was analysed based on indeks of preponderance) method. Result shows, the stomach content of skipjack tuna (Katsuwonus pelamis) and yellow fin tuna (Thunnus albacares) related changes and similar among one species are scad mackerel fishes (Decapterus macarellus). Therefore, scad mackerel fishes (Decapterus macarellus) is the dominant food for both skipjack tuna (Katsuwonus pelamis) and yellow fin tuna (Thunnus albacares).


Psico-USF ◽  
2020 ◽  
Vol 25 (2) ◽  
pp. 261-271
Author(s):  
Bruno Gonçalves de Medeiros ◽  
Carlos Eduardo Pimentel ◽  
Maurício Miranda Sarmet ◽  
Tailson Evangelista Mariano

Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.


Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey ◽  
Mindy Flanagan ◽  
Arlin J. Benjamin ◽  
Janie Eubanks ◽  
...  

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