Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems 2021
DOI: 10.1145/3411764.3445161
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Using Intersectional Representation & Embodied Identification in Standard Video Game Play to Reduce Societal Biases

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Cited by 8 publications
(3 citation statements)
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“…Although this study did not measure embodiment, it worked toward creating empowering social experiences for a greater population. Jarrell et al (2021) had participants play as a virtual character in a 2D virtual environment, where player identification was measured. The results demonstrated that bias toward racially diverse profiles was affected based on the assigned avatar.…”
Section: Immersive Experiences In Desktopbased Vrmentioning
confidence: 99%
See 1 more Smart Citation
“…Although this study did not measure embodiment, it worked toward creating empowering social experiences for a greater population. Jarrell et al (2021) had participants play as a virtual character in a 2D virtual environment, where player identification was measured. The results demonstrated that bias toward racially diverse profiles was affected based on the assigned avatar.…”
Section: Immersive Experiences In Desktopbased Vrmentioning
confidence: 99%
“…As a result, studying bias in our population addresses our RQs while also observing bias in populations that are not typically included in prior embodiment work (e.g., Asian or Hispanic populations); however, future work would benefit from a more representative population. Gender and intersectional effects may also need to be determined in future work (Jarrell et al, 2021).…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…There is a dearth of research about intersectionality in CS (synthesised from [20] [26] [22] [16] [27] [25] [28]). When comparing this to the research on intersectionality in general, there is a clear and steady increase in papers being published on the topic between 2018 and 2022.…”
Section: A Principal Findingsmentioning
confidence: 99%