• Corpus ID: 146643525

Game Mechanics to Promote New Understandings of Identity and Ethnic Minority Stereotypes

  title={Game Mechanics to Promote New Understandings of Identity and Ethnic Minority Stereotypes},
  author={Joey J. Lee},
  journal={Digital Culture \& Education},
  • Joey J. Lee
  • Published 1 December 2013
  • Education
  • Digital Culture & Education
The following paper discusses the design, creation, and evaluation of a new class of digital games, Identity Supportive Games, as a tool to promote new understandings of self-identity and ethnic minority stereotypes. In particular, aspects of the Asian-American experience, including the effects of Asian stereotypes like the “Model Minority” myth, were targeted. In this design-based research study, qualitative and quantitative data sources explored the impact of game mechanics within Identity… 

Figures and Tables from this paper

Racial Logics, Franchising, and Video Game Genres
This article explores the ways game adaptations engage with existing popular culture constructions of race within the framework of commercial franchises. Its focus is on games which are part of the
Technology for Social Change in school contexts: A new landscape for K-12 educational technology research
Evidence is revealed suggesting that the intentional use of technology within school contexts can become a means for fostering social change by achieving student behavioral and/or attitudinal shifts via working with K-12 school students.


Stereotyping Asian Americans: The Dialectic of the Model Minority and the Yellow Peril
ABSTRACT The model minority stereotype is viewed as the most influential and pervasive stereotype for Asian Americans today. In this article, the author argues that this seemingly positive
Asians as stereotypes and students: Misperceptions that persist
  • A. Yee
  • Education, Psychology
  • 1992
Although Asian Americans today are lauded as a “model minority” and Asian students are praised as “whiz kids,” racial prejudice toward Asians is as true today as it was in the past. American
Not a Hater, Just Keepin' It Real
Notwithstanding the presence of extreme racialized tropes within the world of video games, public discourses continue to focus on questions of violence, denying the importance of games in maintaining
Getting the message: media images and stereotypes and their effect on Asian Americans.
  • T. A. Mok
  • Art
    Cultural diversity and mental health
  • 1998
It is argued that the media do not often portray the diversity that is inherent within the Asian American culture and that such a paucity of Asian images may greatly affect perceptions Asian Americans may hold both of their own racial group and of the larger society.
"Blacks Deserve Bodies Too!" Design and Discussion about Diversity and Race in a Tween Online World
In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net with more than 1.5 million registered
When Positive Stereotypes Threaten Intellectual Performance: The Psychological Hazards of “Model Minority” Status
Although people commonly hold positive stereotypes about Asians' mathematical skills, making these stereotypes salient prior to performance can create the potential for “choking” under the pressure of high expectations.
Racial microaggressions and the Asian American experience.
There were strong indications that the types of subtle racism directed at Asian Americans may be qualitatively and quantitatively different from other marginalized groups.
Ethnic identity in adolescents and adults: review of research.
A review of 70 studies of ethnic identity published in refereed journals since 1972 discusses the ways in which ethnic identity has been defined and conceptualized, the components that have been measured, and empirical findings.
‘‘Blacks Deserve Bodies Too!’’: Design and Discussion About Diversity and Race in a Tween Virtual World
In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered
Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs)
Elizabeth Simpson (2005) believes the relevance and engagement demands of today's generation of learners are largely unmet in typically didactic classrooms. Video games, she argues, can provide an