The virtual census: representations of gender, race and age in video games

被引:230
作者
Williams, Dmitri [1 ]
Martins, Nicole [2 ]
Consalvo, Mia [3 ]
Ivory, James D. [4 ]
机构
[1] Univ So Calif, Annenberg Sch Commun, Los Angeles, CA 90089 USA
[2] Indiana Univ, Dept Telecommun, Bloomington, IN 47405 USA
[3] Ohio Univ, Sch Media Arts & Studies, Athens, OH 45701 USA
[4] Virginia Polytech Inst & State Univ, Dept Commun, Blacksburg, VA 24061 USA
关键词
age; comparison; consoles; content analysis; gender; identity; race; population; ratings; videogames; VIOLENCE; CULTIVATION; TELEVISION; LATINOS;
D O I
10.1177/1461444809105354
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.
引用
收藏
页码:815 / 834
页数:20
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