THE VIRTUAL CENSUS 2.0: A CONTINUED INVESTIGATION ON THE REPRESENTATIONS OF GENDER, RACE AND AGE IN VIDEOGAMES

Abstract
While many studies suggest media representations of marginalized social groups play a vital role in shaping one’s worldview (Gerbner et al. 1994) or normalizing power imbalances (Harwood and Anderson 2002), videogames continue to privilege characters that are White, adult and male. This paper revisits key questions addressed in Williams, et al.’s “The Virtual Census: Representation of Gender, Race and Age in Videogames” (2009) to examine how...
Paper Details
Title
THE VIRTUAL CENSUS 2.0: A CONTINUED INVESTIGATION ON THE REPRESENTATIONS OF GENDER, RACE AND AGE IN VIDEOGAMES
Published Date
Oct 5, 2020
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