Shawn Suyong Yi Jones, Annie Harrisson, Sâmia Pedraça, Jessie Marchessault-Brown, Dmitri Williams, Mia Consalvo
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引用次数: 0
Abstract
This study revisits the original four research questions of Williams et al.’s “The Virtual Census: Representations of Gender, Race and Age in Video Games” to investigate if mainstream videogame representations have changed over time. In addition, this study expands on the original by including a fifth question examining the intersection of representations within videogames. Using a sample of the top 100 best-selling boxed videogames of 2017 from four console platforms, this study compares its findings to the 2017 US Census demographic estimates as well as to findings of the original study. The results of the study are similar to those of the original, but the intersectional analysis shows an over-representation of white adult male characters, specifically, and an under-representation of Black female characters of any age group. This study discusses potential reasons for the slow progress made in videogame representations and the need for more intersectional analyses on videogames.
期刊介绍:
New Media & Society engages in critical discussions of the key issues arising from the scale and speed of new media development, drawing on a wide range of disciplinary perspectives and on both theoretical and empirical research. The journal includes contributions on: -the individual and the social, the cultural and the political dimensions of new media -the global and local dimensions of the relationship between media and social change -contemporary as well as historical developments -the implications and impacts of, as well as the determinants and obstacles to, media change the relationship between theory, policy and practice.