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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

Tue, 03/08/2016 - 11:40am

When: October 23, 2015 at Malletts Creek Branch

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 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 explains this phenomenon, drawing from his recent studies. He explores stereotypes that are prevalent in gaming contexts (just in case you are not convinced already) as well as the negative consequences of such stereotypes. And explores ideas on how to improve equality in games and, through the positive impact of games, improve equality in society.

This talk was presented as part of the University of Michigan Gender and Gaming Symposium 2015.

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Media

October 23, 2015 at Malletts Creek Branch

Length: 00:57:46

Copyright: Creative Commons (Attribution, Non-Commercial, Share-alike)

Rights Held by: Ann Arbor District Library

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

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Subjects
Video Games