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Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters./
作者:
Archibald, Audon G.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
69 p.
附註:
Source: Masters Abstracts International, Volume: 83-02.
Contained By:
Masters Abstracts International83-02.
標題:
Experimental psychology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28674414
ISBN:
9798516991820
Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters.
Archibald, Audon G.
Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 69 p.
Source: Masters Abstracts International, Volume: 83-02.
Thesis (M.S.)--University of North Texas, 2020.
This item must not be sold to any third party vendors.
Prior research has established a relationship between playing video games containing stereotyped representations of traditionally marginalized groups and resulting negative attitudes towards those groups. Yet, very little work has examined video games containing more positive, non-stereotyped representations and whether these diverse casts have inverse effects resulting in positive attitudes following exposure, an effect demonstrated in television media. The current study makes use of two paradigms, one based on short-term priming theory concerning immediate exposure to media, and one on long-term cultivation theory dealing with the overall media diet, and the relation to attitudes towards Blacks including symbolic racism, colorblindness, and implicit bias. In Study 1 (n = 31), Black and White participants reported how much time weekly they spent playing a popular game with positive representations of People of Color before completing measures. In Study 2 (n = 91), Black and White participants were exposed to one of three games, one with positive representation, one with negative representation, and a control game before completing study measures. Findings suggested that participant race was related to pro-Black attitudes (p = .009), but that direct exposure to a game with positive representation (p = .13) as well as playing the game during the week (p = .25) was not, while controlling for participant interracial contract. Despite this, discussions are made in face of interesting patterns of results that could be expanded upon in future work to explain the present findings. Furthermore, practical applications of the present study are made for both non-academic creators and consumers of video games.
ISBN: 9798516991820Subjects--Topical Terms:
2144733
Experimental psychology.
Subjects--Index Terms:
Video Games
Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters.
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Prior research has established a relationship between playing video games containing stereotyped representations of traditionally marginalized groups and resulting negative attitudes towards those groups. Yet, very little work has examined video games containing more positive, non-stereotyped representations and whether these diverse casts have inverse effects resulting in positive attitudes following exposure, an effect demonstrated in television media. The current study makes use of two paradigms, one based on short-term priming theory concerning immediate exposure to media, and one on long-term cultivation theory dealing with the overall media diet, and the relation to attitudes towards Blacks including symbolic racism, colorblindness, and implicit bias. In Study 1 (n = 31), Black and White participants reported how much time weekly they spent playing a popular game with positive representations of People of Color before completing measures. In Study 2 (n = 91), Black and White participants were exposed to one of three games, one with positive representation, one with negative representation, and a control game before completing study measures. Findings suggested that participant race was related to pro-Black attitudes (p = .009), but that direct exposure to a game with positive representation (p = .13) as well as playing the game during the week (p = .25) was not, while controlling for participant interracial contract. Despite this, discussions are made in face of interesting patterns of results that could be expanded upon in future work to explain the present findings. Furthermore, practical applications of the present study are made for both non-academic creators and consumers of video games.
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