Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play 2018
DOI: 10.1145/3242671.3242711
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Cited by 12 publications
(8 citation statements)
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“…Although Passmore et al (2018) and Passmore and Mandryk (Passmore and Mandryk, 2018) do not examine microtransactions or skin purchasing, our methodology and framing are closely aligned with their research. Passmore et al explore players’ attitudes toward representation and diversity in games in a broad sense (Passmore et al, 2018), while Passmore and Mandryk more specifically examine the role of customization and skin tone (Passmore and Mandryk, 2018). Our paper similarly focuses on player attitudes and outlooks on diversity and representation, with a focus on skins as purchasable representation.…”
Section: Literature Reviewmentioning
confidence: 98%
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“…Although Passmore et al (2018) and Passmore and Mandryk (Passmore and Mandryk, 2018) do not examine microtransactions or skin purchasing, our methodology and framing are closely aligned with their research. Passmore et al explore players’ attitudes toward representation and diversity in games in a broad sense (Passmore et al, 2018), while Passmore and Mandryk more specifically examine the role of customization and skin tone (Passmore and Mandryk, 2018). Our paper similarly focuses on player attitudes and outlooks on diversity and representation, with a focus on skins as purchasable representation.…”
Section: Literature Reviewmentioning
confidence: 98%
“…They argue there is ‘a social and moral demand’ for more diverse racial and ethnic in-game representation and discuss implications for market demand relative to their observations on these findings (Passmore et al, 2018: 10). They and others have stressed the increasing buying power among players of color and the increase in people of color who identify as gamers, (Duggan, 2015; Lehnert, 2015; Passmore et al, 2017, 2018; Passmore and Mandryk, 2018). Passmore et al argue the games industry has not adequately responded to this clear market demand, creating a growing disparity between those who play video games – their representation and demands – and the characters who tend to be represented in games.…”
Section: Literature Reviewmentioning
confidence: 99%
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