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

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发表时间:
2008
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通讯作者:
Craig Watkins
Craig Watkins
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文献类型:
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作者:
Anna Everett;Craig Watkins

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游戏在年轻人生活中的日益增多,带来了危险和可能性。游戏一直是父母、研究人员、儿童权益保护组织和民选官员批评和警告的来源。游戏的潜在有害影响与社会对青少年和儿童日益久坐的生活方式、肥胖、成瘾、性别社会化、学习成绩差和攻击性行为的担忧有关。1一个日益受到关注的领域是游戏在青少年学习体验和环境中的作用。2虽然人们越来越一致地认为学习是在游戏中进行的,我们要问的问题是:“什么样的学习?”在本章中,我们将重点转移到青年、学习和电子游戏上,来考虑种族这个极其重要但经常被忽视的问题。具体来说,我们解决以下问题:年轻人与视频游戏的互动如何影响他们对种族的了解?我们提出了一个关键的框架,思考如何流行的游戏标题和专业人士谁设计他们反映,影响,复制,从而教占主导地位的想法在美国的种族。通过接触各种各样的媒体--书籍、动画、电视、家庭录像、电子游戏和互联网--三岁的孩子就形成了谈判感知到的种族差异的图式和脚本。3研究表明,到孩子五岁的时候,他们已经开始形成关于种族和差异的强烈想法。从历史上看,在这种背景下研究的大众媒体一直是电视。[4]在讨论电视在儿童和青少年的多元文化意识和种族态度中所起的作用时,戈登·L·Berry和Joy Keiko Asamen写道,“事实或虚构,真实的或不真实的,电视节目创造了认知和情感环境,描述和描绘了在媒体饱和的文化中成长的年轻人的人,地方和事物,这些人,地方和事物承载着深刻的一般和具体的跨文化学习体验。研究人员必须严格审查向数字化和更具互动性的媒体形式的转变如何影响青年人了解种族问题的方式和内容。因此,我们将这些问题和问题导向电子游戏,以增加我们对年轻人接触和学习快速发展的方式的理解
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