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Identity, Demographics and Race

Page history last edited by Joanna Postlethwaite 10 years, 10 months ago

 

 



See Gender and Gaming

 

Identity

 

Bailenson, J. N., Blascovich, J., & Guadagno, R. E. (2008). Self-representations in immersive virtual environments. Journal of Applied Social Psychology, 38(11), 2673–2690.

 

Bargh, J. A., McKenna, K. Y. A., & Fitzsimmons, G. M. (2002). Can you see the real me? Activation and expression of the ‘‘true self’’ on the Internet. Journal of Social Issues, 58, 33–48.

 

Bessiere, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. CyberPsychology & Behavior, 10(4), 530–535

 

Biocca, F. (1997). 'The cyborg’s dilemma: Progressive embodiment in virtual environments'. Journal of Computer- Mediated Communication

 

Boellstorff, T. (2008). Coming of age in second life: An anthropologist explores the virtually human. Princeton: Princeton University Press.

 

Bryce, J., & Rutter, J. (2002). 'Spectacle of the deathmatch: Character and narrative in first-person shooters.' ScreenPlay: Cinema/Videogames/Interfaces, eds, 66–80

 

Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.

 

Corneliussen, H., & Rettberg, J. W. (2008). Digital culture, play, and identity: A world of warcraft reader. The MIT Press.

 

Ducheneaut, N., Wen, M. H., Yee, N., & Wadley, G. (2009). Body and mind: a study of avatar personalization in three virtual worlds. In Proceedings of the 27th international conference on Human factors in computing systems (pp.1151–1160).

 

M. Griffiths, M. Davies, D. Chappell (2003), ‘Breaking the stereotype: the case of online gaming’, Cyber Psychology & Behavior, 6 (2003), pp. 81–91.

 

Jin, S-A. A. (2009). 'Avatars mirroring the actual self versus projecting the ideal self: The effects of self-priming on interactivity and immersion in an exergame, Wii Fit'. CyberPsychology, 12, 761– 765.

 

Yasmin B. Kafai, Deborah A. Fields, and Melissa S. Cook (2010), 'Your Second Selves: Player-Designed Avatars', Games and Culture 5 (1)

 

Nardi, B. A. (2010). My life as a night elf priest: An anthropological account of World of Warcraft. Ann Arbor: University of Michigan Press: University of Michigan Library.

 

Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). 'The ideal self at play: The appeal of video games that let you be all you can be'. Psychological Science , 23

 

K. Subrahmanyam, P.M. Greenfield, B. Tynes (2004), ‘Constructing sexuality and identity in an online teen chat room’, Journal of Applied Developmental Psychology, 25 (2004), pp. 651–666.

 

Taylor, T. L. (2006). Play between worlds: Exploring online game culture. CambridgeMA: MIT.

 

 

Demographics

 

Ghuman, D., & Griffiths, M. D. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning, 2(1), 13–29.


Green, M. E., & McNeese, M. N. (2008). Factors that predict digital game play. Howard Journal of Communications, 19(3).

 

Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. Cyberpsychology & Behavior, 7(4), 479–487.

 

Han, D. H., Lee, Y. S., Yang, K. C., Kim, E. Y., Lyoo, I. K., & Renshaw, P. F. (2007). Dopamine genes and reward dependence in adolescents with excessive internet video game play. Journal of Addiction Medicine, 1(3), 133.

 

Hussain, Z., & Griffiths, M. D. (2009b). The attitudes, feelings, and experiences of on-line gamers: a qualitative analysis. Cyberpsychology & Behavior, 12(10), 1–7.

 

Kastiel, D. (2009). Eurogaming: Video gaming transcending traditional demographics in Europe. Euromonitor International.

 

Pearce C. (2008). The truth about baby boomer gamers: a study of over-forty computer game players. Games Cult. J. Interact. Med. 3, 142–174.

 

B. de Schutter (2011), ‘Never Too Old to Play: The Appeal of Digital Games to an Older Audience’, Games and Culture 6:2.

 

Williams, D., Yee, N., & Caplan, S. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4), 993–1018.

 

Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators & Virtual Environments, 15(3), 309–329.

 

 

Race and Culture

 

Burgess, M. C. R., Dill, K. E., Stermer, S. P., Burgess, S. R., & Brown, B. P. (2011). Playing with prejudice: The prevalence and consequences of racial stereotypes in video games. Media Psychology , 14 (3)


Eastin, M.S., Appiah, O., & Cicchirllo, V. (2009). Identification and the influence of cultural stereotyping on postvideogame play hostility. Human Communication Research, 35

 

M. Hitchens (2011), ‘A Survey of First-Person Shooters and their Avatars’, Game Studies 11:3

 

L.A. Jackson et al. (2011), 'A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships' Computers in Human Behaviour.

 

Yasmin B. Kafai, Melissa S. Cook, and Deborah A. Fields (2010), ‘‘Blacks Deserve Bodies Too!’’: Design and Discussion About Diversity and Race in a Tween Virtual World' Games and Culture 5 (1)

 

Y.H. Lee, D.Y. Wohn (2012), 'Are there cultural differences in how we play? Examining cultural effects on playing social network games' Computers in Human Behaviour.

 

M.J. Monson (2012), ‘Race-Based Fantasy Realm: Essentialism in the World of Warcraft’ Games and Culture 7:1.

 

N. Poor (2012), ‘Digital Elves as a Racial Other in Video Games: Acknowledgment and Avoidance’ Games and Culture 7:5.

 

Adrienne Shaw (2012), 'Do you identify as a gamer? Gender, race, sexuality, and gamer identity', New Media & Society 14 (1)

 

D. Y. Wohn (2011), Gender and Race Representation in Casual Games. Sex Roles.

 

 

Other

 

Sybille Lammes ‘Postcolonial Playgrounds: Games and postcolonial culture’ Eludamos. Journal for Computer Game Culture, Vol 4, No 1 (2010)

 

Williams, D. (2006). 'A (brief) social history of video games'. In P. Vorderer & J. Bryant (Eds.), Playing computer games: Motives, responses, and consequences (pp. 127–212). Mahwah, NJ: Lawrence Erlbaum.

Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. Cyberpsychology & Behavior, 7(4), 479–487.

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