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Playing Prejudice: The Impact of Game-Play on Attributions of Gender and Racial Bias.

机译:玩偏见:游戏玩法对性别和种族偏见归因的影响。

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摘要

This dissertation explores new possibilities for changing Americans' theories about racism and sexism. Popular American rhetorics of discrimination, and learners' naive models, are focused on individual agents' role in creating bias. These theories do not encompass the systemic and structural aspects of discrimination in American society. When learners can think systemically as well as agentically about bias, they become more likely to support systemic as well as individual remedies. However, shifting from an agentic to a systemic model of discrimination is both cognitively and emotionally challenging. To tackle this difficult task, this dissertation brings together the literature on prejudice reduction and conceptual change to propose using games as an entertainment-based intervention to change players' attribution styles around sexism and racism, as well as their attitudes about the same issues. "Playable model -- anomalous data" theory proposes that games can model complex systems of bias, while instantiating learning mechanics that help players confront the limits of their existing models.;The web-based game Advance was designed using playable model---anomalous data theory, and was used to investigate three questions. First, can a playable model---anomalous data game change players' likelihood of using systemic explanations for bias, and how does it compare to the effectiveness of a control text? Second, how does the game change players' attitudes as compared to a control text? Finally, are there differences between three different versions of the game that offer players different rewards for investigating the bias in the game system?;Advance did not outperform the control text at changing players' likelihood of using systemic attributions for racism and sexism, nor did it outperform the control text in changing players' attitudes. However, significant differences were found between White and non-White player populations in their sensitivity to the different game conditions. White players were unaffected by differences between versions of the game, while non-White players showed differences in play behaviors, in systemic attribution likelihood, and in attitude. Given that White Americans may have more entrenched ideas about discrimination in America, we consider the impacts of the game on non-White player populations as an indicator of what future development of playable model---anomalous data games may be able to achieve.
机译:本文探讨了改变美国人关于种族主义和性别歧视的理论的新可能性。美国流行的歧视言论和学习者的幼稚模式都侧重于个体行为者在造成偏见方面的作用。这些理论不包含美国社会歧视的系统和结构方面。当学习者可以对偏见进行系统性和代理性思考时,他们将更有可能支持系统性和个体性补救措施。但是,从代理商的歧视模式转变为系统的歧视模式在认知和情感上都具有挑战性。为了解决这一艰巨的任务,本文汇集了有关减少偏见和观念转变的文献,提出使用游戏作为一种基于娱乐的干预手段,来改变玩家对性别歧视和种族主义的归属方式,以及他们对相同问题的态度。 “可玩模型-异常数据”理论提出,游戏可以建模复杂的偏差系统,同时实例化学习机制,帮助玩家应对现有模型的局限性。基于网络的游戏Advance是使用可玩模型设计的-异常数据理论,并用于调查三个问题。首先,可玩模型-异常数据游戏能否改变玩家使用系统性解释进行偏见的可能性,它与控制文本的有效性相比如何?其次,与控制文字相比,游戏如何改变玩家的态度?最后,三种不同版本的游戏之间是否存在差异,从而为玩家调查游戏系统中的偏见提供了不同的奖励?;在改变玩家将系统归因于种族主义和性别歧视的可能性方面,Advance的表现并没有超过控制文本。在改变玩家的态度方面,它的表现优于控制文字。但是,发现白人和非白人玩家群体对不同游戏条件的敏感性存在显着差异。白人玩家不受游戏版本之间差异的影响,而非白人玩家则表现出游戏行为,系统归属可能性和态度方面的差异。鉴于白人美国人可能对美国的歧视有更深厚的观念,因此我们将游戏对非白人玩家群体的影响视为可玩模型(异常数据游戏)未来可以实现的指标。

著录项

  • 作者

    Hammer, Jessica.;

  • 作者单位

    Columbia University.;

  • 授予单位 Columbia University.;
  • 学科 Education Educational Psychology.;Psychology Social.;Sociology Ethnic and Racial Studies.;Speech Communication.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 330 p.
  • 总页数 330
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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