The Power of Play: The Portrayal and Performance of Race in Video Games
The Power of Play: The Portrayal and Performance of Race in Video Games
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游戏的力量:电子游戏中种族的描绘和表现
DOI:
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发表时间:
2008
期刊:
影响因子:
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通讯作者:
Craig Watkins
中科院分区:
文献类型:
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作者:
Anna Everett;Craig Watkins
The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America. Engaging with an assortment of media—books, animation, television, home video, video games, and the Internet—children as young as three years old develop schemas and scripts for negotiating perceived racial differences.3 Research suggests that by the time children are five years old they have already started to develop strong ideas about race and difference. Historically, the popular media examined in this context have been television.4 In their discussion of the role television plays in the multicultural awareness and racial attitudes of children and adolescents, Gordon L. Berry and Joy Keiko Asamen write that “fact or fiction, real or unreal, television programs create cognitive and affective environments that describe and portray people, places, and things that carry profound general and specific crosscultural learning experiences” for young people growing up in a media-saturated culture.5 As digital media forms like video games compete with television for the time and attention of young media users, researchers must examine rigorously how the shift to digital and more interactive forms of media influences how and what young people learn about race. We, therefore, direct these questions and issues toward video games to increase our understanding of the rapidly evolving ways in which young people are exposed to and learn