2009
DOI: 10.1177/1461444809105354
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The virtual census: representations of gender, race and age in video games

Abstract: 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. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video gam… Show more

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Cited by 383 publications
(262 citation statements)
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“…More recently, other studies suggest that this situation is currently changing and there is an increasing amount of female gamers (Cunningham, 2016;Dale & Green, 2017;Harwell, 2014;Williams, Martins, Consalvo, & Ivory, 2009). Paraskeva, Mysirlaki and Papagianni, (2010, p. 504) justified that this possible difference in video game use could be related to the fact that the nature of commercial games is not well balanced and they do not focus on the interest of female adolescents as much as they do with males (e.g.…”
Section: Gender Differences At Playing Video Gamesmentioning
confidence: 99%
“…More recently, other studies suggest that this situation is currently changing and there is an increasing amount of female gamers (Cunningham, 2016;Dale & Green, 2017;Harwell, 2014;Williams, Martins, Consalvo, & Ivory, 2009). Paraskeva, Mysirlaki and Papagianni, (2010, p. 504) justified that this possible difference in video game use could be related to the fact that the nature of commercial games is not well balanced and they do not focus on the interest of female adolescents as much as they do with males (e.g.…”
Section: Gender Differences At Playing Video Gamesmentioning
confidence: 99%
“…(personal communication, 10.10.2016) Another point to take into consideration is the so-called "I"-methodology. Williams et al [44] state that the majority of digital games designers (88,5%) are young (average age 31) male adults with highly developed ICT skills. Loos [45] and Loos et al [46] argue that as typical young male adults, these game designers might have little understanding of the needs of older adults, causing them to fall into the I-methodology trap:…”
Section: Giving Voice To Older Adults' Capability To Play Exergamesmentioning
confidence: 99%
“…This can be observed in the representation of gender, race, culture, economic position and geographic location in many commercial games (Dickerman, Christensen & Kerl-McClain, 2008;Everett & Watkins, 2008;Williams et al, 2009;Burgess et al, 2011;Shaw, 2012).…”
Section: Introductionmentioning
confidence: 99%