While virtual character embodiment has been studied as a mitigator of singular societal biases in fully immersive VR and empathy games, there have been no major studies on representation featuring standard game play or intersectional identities. In our study, participants played a short 2D video game with racial and gender character manipulations. They then rated a LinkedIn profile application to examine interactions of racial and gender biases. White male participants showed bias against black and female applicants, with the black female applicant experiencing both racial and gender bias. However, participants who embodied certain underrepresented characters in the game displayed reduced biases. Participants’ perceived identification with the characters moderated this effect. The study highlights a lack of homogeneity in the prevalence and potential reduction of different societal biases and incorporates intersectionality to illustrate how multiple parts of a player character’s identity can be used to combat biases.
Using Intersectional Representation & Embodied Identification in Standard Video Game Play to Reduce Societal Biases
Marie A. Jarrell,Reza Ghaiumy Anaraky,Bart P. Knijnenburg,Erin Ash
Published 2021 in International Conference on Human Factors in Computing Systems
ABSTRACT
PUBLICATION RECORD
- Publication year
2021
- Venue
International Conference on Human Factors in Computing Systems
- Publication date
2021-05-06
- Fields of study
Sociology, Computer Science, Psychology
- Identifiers
- External record
- Source metadata
Semantic Scholar
CITATION MAP
EXTRACTION MAP
CLAIMS
- No claims are published for this paper.
CONCEPTS
- No concepts are published for this paper.
REFERENCES
Showing 1-63 of 63 references · Page 1 of 1
CITED BY
Showing 1-15 of 15 citing papers · Page 1 of 1