Difference between revisions of "Racism in Video Games"

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In regards to income, higher-income teens are more likely than low-income ones to play games with friends they know in person. As of 2015, 94% of teens whose families earn more than $50,000 a year play online games with in-person friends. Teens from middle and upper-income homes that earn more than $50,000 a year are also more likely to have a voice connection to other players. This changes in regard to racial demographics. While black teens are more likely to play video games than white or Latinx teens, white teens(62%) are more likely than black teens(40%) to have a voice connection when they play networked games with others.
 
In regards to income, higher-income teens are more likely than low-income ones to play games with friends they know in person. As of 2015, 94% of teens whose families earn more than $50,000 a year play online games with in-person friends. Teens from middle and upper-income homes that earn more than $50,000 a year are also more likely to have a voice connection to other players. This changes in regard to racial demographics. While black teens are more likely to play video games than white or Latinx teens, white teens(62%) are more likely than black teens(40%) to have a voice connection when they play networked games with others.
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When it comes to behavior, [https://www.algemeiner.com/2019/07/26/adl-survey-uncovers-widespread-racism-and-harassment-in-online-gaming-world/ A 2019 study] found that two-thirds of gamers have experienced serious harassment(much of it including racists threats) while playing online. 53%  were reported to have been targeted based on their race, religion, ability, gender, gender identity, sexual orientation, or ethnicity. It was also discovered that 29% of online game players have been “doxed”(personal or private information being publicly exposed against one's wishes) in an online game.
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==Stereotype Reinforcement==
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A common issue that continues to be an ongoing theme in the gaming industry is the reinforcement of harmful, racial stereotypes. [https://www.jaacap.org/article/S0890-8567(18)30517-3/pdf A 2018 study] found that African American avatars in video games were likely to be ‘physically imposing, angry and menacing’. In addition, white people playing as a black avatar were more likely to display increased aggression towards other players.
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Revision as of 02:04, 13 March 2020

Racism in video games is a topic that has received significant academic and journalistic attention over the years. In many ways, playing video games is like a mirror of the society we live in and provides a way to learn about the world. Games offer many opportunities for players to explore social identities and other worldviews. The landscape of video games and who plays them has changed drastically as well. However, video games still also have the power to sustain racial stereotypes and ruin the experience for other players.

Demographics: "Who plays, who pays, and who gets hurt?"

Several studies indicate that African Americans, Latinx, and Asians are more active in the gaming community than white people. 83% of African American teens report playing video games compared to 71% of white teens. A study also found that youth of color between 8 and 18 play games roughly 30 minutes more per day than white youth of the same age. Latinx youth have been found to spend more time than black or white youth playing console games, and the same study found that black children start playing at an earlier age, and they’re twice as likely to have a video-game console in their bedroom.

In regards to income, higher-income teens are more likely than low-income ones to play games with friends they know in person. As of 2015, 94% of teens whose families earn more than $50,000 a year play online games with in-person friends. Teens from middle and upper-income homes that earn more than $50,000 a year are also more likely to have a voice connection to other players. This changes in regard to racial demographics. While black teens are more likely to play video games than white or Latinx teens, white teens(62%) are more likely than black teens(40%) to have a voice connection when they play networked games with others.

When it comes to behavior, A 2019 study found that two-thirds of gamers have experienced serious harassment(much of it including racists threats) while playing online. 53% were reported to have been targeted based on their race, religion, ability, gender, gender identity, sexual orientation, or ethnicity. It was also discovered that 29% of online game players have been “doxed”(personal or private information being publicly exposed against one's wishes) in an online game.

Stereotype Reinforcement

A common issue that continues to be an ongoing theme in the gaming industry is the reinforcement of harmful, racial stereotypes. A 2018 study found that African American avatars in video games were likely to be ‘physically imposing, angry and menacing’. In addition, white people playing as a black avatar were more likely to display increased aggression towards other players.


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