The Virtual Census: Representations of Gender, Race and Age in Video Games

Type de ressource
Article de revue
Auteurs/contributeurs
Titre
The Virtual Census: Representations of Gender, Race and Age in Video Games
Résumé
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.
Publication
New Media & Society
Volume
11
Numéro
5
Pages
815-834
Date
2009
Langue
Anglais
ISSN
1461-4448
Titre abrégé
The virtual census
Catalogue de bibl.
WorldCat Discovery Service
Référence
Williams, D., Martins, N., Consalvo, M. et Ivory, J. (2009). The Virtual Census: Representations of Gender, Race and Age in Video Games. New Media & Society, 11(5), 815‑834. https://doi.org/10.1177/1461444809105354
2. Auteur.rice.s et créateur.rice.s
4. Lieu de production du savoir
5. Pratiques médiatiques