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The virtual census 2.0: A continued investigation on the representations of gender, race, and age in videogames
New Media & Society ( IF 4.5 ) Pub Date : 2025-05-31 , DOI: 10.1177/14614448251336427
Shawn Suyong Yi Jones, Annie Harrisson, Sâmia Pedraça, Jessie Marchessault-Brown, Dmitri Williams, Mia Consalvo

This study revisits the original four research questions of Williams et al.’s “The Virtual Census: Representations of Gender, Race and Age in Video Games” to investigate if mainstream videogame representations have changed over time. In addition, this study expands on the original by including a fifth question examining the intersection of representations within videogames. Using a sample of the top 100 best-selling boxed videogames of 2017 from four console platforms, this study compares its findings to the 2017 US Census demographic estimates as well as to findings of the original study. The results of the study are similar to those of the original, but the intersectional analysis shows an over-representation of white adult male characters, specifically, and an under-representation of Black female characters of any age group. This study discusses potential reasons for the slow progress made in videogame representations and the need for more intersectional analyses on videogames.

中文翻译:

虚拟人口普查 2.0:对电子游戏中性别、种族和年龄表示的持续调查

本研究重新审视了 Williams 等人“虚拟人口普查:电子游戏中的性别、种族和年龄表示”的原始四个研究问题,以调查主流电子游戏表示是否随着时间的推移而变化。此外,本研究在原文的基础上进行了扩展,包括第五个问题,研究了电子游戏中表征的交叉点。本研究使用来自四个主机平台的 2017 年最畅销的 100 款盒装视频游戏的样本,将其结果与 2017 年美国人口普查人口估计以及原始研究的结果进行了比较。该研究的结果与原始结果相似,但交叉分析显示,具体而言,白人成年男性角色的代表性过高,而任何年龄段的黑人女性角色的代表性不足。本研究讨论了电子游戏表示进展缓慢的潜在原因以及对电子游戏进行更多交叉分析的必要性。
更新日期:2025-05-31
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