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Games, Avatars, and Gender: A Discussion of How and Why Videogames are not Fulfilling their Potential to Reduce Social Disparity – Rabindra Ratan

When

Friday October 23, 2015: 7:00pm to 8:30pm  Add to Calendar /   Add to Google Calendar

Where

Malletts Creek Branch: Program Room

Description

In contemporary computer-mediated environments (e.g., digital games and virtual worlds), users leave their bodies behind and presumably engage on a level playing field where identity characteristics—such as gender, race, and age—bear little relevance to performance. However, such mediated spaces are still fraught with stereotypical associations that hinder equal participation. This is particularly problematic, given that the benefits of playing video games have the potential to reduce disparities in other important realms of society (e.g., STEM fields).

In this talk, Robby Ratan will explain this phenomenon, drawing from his recent studies. We will explore stereotypes that are prevalent in gaming contexts (just in case you are not convinced already) as well as the negative consequences of such stereotypes. How might avatars be used to circumvent such negative consequences? Join us for an interactive discussion of your own impressions on games, avatars and gender. Together we'll come up with ideas on how to improve equality in games and, through the positive impact of games, improve equality in society.

This talk is presented as part of the University of Michigan Gender and Gaming Symposium 2015. Please join us to continue the discussion on Saturday, October 24 at the University of Michigan Hatcher Graduate Library Gallery from 10:00am to 4:00pm. More information and a complete schedule can be accessed here.

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