• Corpus ID: 15634309

Stereotypes in Video Games and How They Perpetuate Prejudice

  title={Stereotypes in Video Games and How They Perpetuate Prejudice},
  author={Troy G. Deskins},
  journal={McNair Scholars Research Journal},
Systemic research has only recently begun to examine the psychological effects of video games on users. To date, only two studies have examined how the exaggerated stereotypes of minorities in these games affect those who play them. During both studies, game play was found to bring about increases of prejudice, even in users who in screening initially rated low in prejudicial thinking. Taking the theories of how learning and stereotypes work, this paper integrates theoretical approaches into… 

The Effects of Video Games on Sexism Attitudes in Males

Research on video game usage has primarily focused on its violent content and how it predicts aggression in participants. Typically, most of these studies show that video games (VGs) cause

Early adolescents' perceptions and attitudes towards gender representations in video games

  • Helen Liu
  • Psychology
    Journal of Media Literacy Education
  • 2020
This study investigated adolescents’ perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and

Understanding the impact of QPOC representation in video games

  • Roger D. SmithAdrienne Decker
  • Computer Science
    2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)
  • 2016
The survey showed that members of this group did not feel well represented, but were greatly influenced by the representations that do exist, and it is believed that one of the steps to solving the diversity problem in technology is to make sure that all groups feel welcome in the technology space.

Problematizing cultural appropriation

It is demonstrated that recontextualised cultural elements can retain their basic, original meaning within game structures and it is argued that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives.

The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community

This paper addresses gender, race, and intersectional identity representation across Minecraft's ecology in how these representations on and offline are influenced by and impact youth gamers along with ways to prevent Minecraft from becoming an exclusionary space.


“GTA: San Andreas” is an action adventure video game developed by Rockstar North and published by Rockstar Game. The game’s main storyline represents racial issues in the United States especially the

Designing a Serious Game to Raise Awareness of Intimate Partner Violence Among Adolescents in the UK: The Use of 'Good Games' Principles for Effective Behavioural Change

This paper discusses how the design decisions and overall game framework used to develop a serious, prosocial game that aims to help raise awareness and promote prosocial behavioural changes towards intimate partner violence in the United Kingdom, successfully meets these good game principles to create an effective educational, immersive and engaging game experience.

Putting Ourselves in Another’s Skin: Using the Plasticity of Self-Perception to Enhance Empathy and Decrease Prejudice

The self is one the most important concepts in social cognition and plays a crucial role in determining questions such as which social groups we view ourselves as belonging to and how we relate to

Stories, Metaphors and Disclosures: A Narrative Perspective Between Interaction and Agency

The chapter explores the role of narrative in LBMGs. It discusses how games take the shape of storyteller’s point of view that translates information into game experience, taking advantage of

Career-decision Self-efficacy Among College Students with Symptoms of Attention Deficit Disorder

Compared to the general college population, students with attention deficit disorder (ADD) are less academically prepared with the skills to maintain college course requirements. This inadequacy is



Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games

A content analysis of top-selling video game magazines (Study 1) and of 149 video game covers (Study 2) demonstrated the commonality of overt racial stereotyping. Both studies revealed that minority

The virtual census: representations of gender, race and age in video games

A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population, showing a systematic over-representation of males, white and adults and a systematic under-representative of females, Hispanics, Native Americans, children and the elderly.

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

Influence of Black Masculinity Game Exemplars on Social Judgments

In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black

“Live in Your World, Play in Ours”: Race, Video Games, and Consuming the Other

As the nascent field of computer games research and games studies develops, one rich area of study will be a semiotic analysis of the tropes, conventions, and ideological sub-texts of various games.

Effects of prosocial video games on prosocial behavior.

Experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior and showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior.

Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public

As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts the wider world of

Attitudinal and Behavioral Pathways of Deviance in Online Gaming

Using data gathered from a qualitative study of a popular online game, this analysis considers the relationship between online deviance and real deviance, as well as the relationship between social


Employing qualitative methods and drawing from an intersectional framework which focusses on the multiple identities we all embody, this paper focusses on oppressions experienced by women of color in

Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.