This study demonstrates broad-based, second-order cultivation effects from video game play and provides a significant contribution to our understanding of how virtual representations of race and ethnicity may impact real-world racial and ethnic beliefs.
Yang, G., Gibson, B., Lueke, A., Huesmann, L. and Bushman, B.
"Effects Of Avatar Race In Violent Video Games On Racial Attitudes And Aggression". Social Psychological and Personality Science 5.6 (2016): 698-704.
Such fan-produced video content extends the representational space of the game and produces overtly racist narrative space to attach to a narrative that, while carefully avoiding explicit references to racism or racial conflict in our world, is premised upon a racial war in an imaginary world-the World of Azeroth.
Through a close reading of two video games, "Gun" and "Ghost Recon Advanced Warfighter 2," they unpack the insecurities of empire and how racialized violence, colonial categories, and territorial claims work to resecure Whiteness, masculinity, and Americanness.
Combating Implicit Biases In Technology Through Impact Storytelling is a casual virtual discussion between Alton Glass and Elizabeth Adams that will address themes of implicit biases and data surveillance in emerging technologies found in the Games for Change Festival exhibition titled POV: Points of View.
The conversation’s goal is to create an environment that empowers its audience by educating them through emerging technology literacy and the risks posed by a lack of community influence in the development of future civic technology.