Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3173957
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The Privilege of Immersion

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Cited by 56 publications
(18 citation statements)
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References 84 publications
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“…People of all ages play games; however, preferences for various genres and platforms change with age [93]. A greater proportion of people of color in America play games, identify as gamers [94], own a gaming system, and form a faster-growing market than their white non-Hispanic counterparts [95]. In addition, almost half of all gamers self-identify as female; however, social gaming and mobile gaming are more important to female gamers than male gamers [96].…”
Section: Discussionmentioning
confidence: 99%
“…People of all ages play games; however, preferences for various genres and platforms change with age [93]. A greater proportion of people of color in America play games, identify as gamers [94], own a gaming system, and form a faster-growing market than their white non-Hispanic counterparts [95]. In addition, almost half of all gamers self-identify as female; however, social gaming and mobile gaming are more important to female gamers than male gamers [96].…”
Section: Discussionmentioning
confidence: 99%
“…Existing literature has explored the intersections of player identity and racial and gendered representation in video games (e.g. Gray, 2014, 2020; Higgin, 2009; Jeroen and Martis, 2003; Kafai et al, 2010; Nakamura, 1995; Passmore et al, 2017, 2018; Shaw, 2014; Williams et al, 2009), as well as the connection between identity and purchasing practices (e.g. Gandy, 2001; Lamont and Molnar, 2001; Shankar et al, 2009; Nguyen et al 2020).…”
Section: Literature Reviewmentioning
confidence: 99%
“…The sale of skins through microtransactions alters how players may customize their avatars, connect with the characters they may play and interact with others in virtual game spaces. Unfortunately – though the gaming industry’s customer base has diversified along axes of race, gender and socio-economic background (Duggan, 2015; Lehnert, 2015; Passmore et al, 2018) – the characters in video games still largely conform to outdated assumptions of audience demographics, usually White and male (Gardner and Tanenbaum 2018; Passmore et al, 2017; Williams et al, 2009). Diverse racial and gendered Characters or aesthetic performances are increasingly available but are still too often ‘second player’ choices (Chess, 2017), unlockable features or accessible only via microtransactions.…”
Section: Introductionmentioning
confidence: 99%
“…In the context of our work, we focus primarily on the visual attributes of characters. Providing a deeper understanding of how people interpret game characters is relevant important because identifying with a representation increases the amount of time a game is played (Passmore et al, 2018), how deeply players comprehend information (Kao and Harrell, 2015), and overall engagement (Reinecke, 2009). Previous work has established that we interpret characters values using a number of visual attributes, for example, character shape (Veronica, 2015), age (Schwind and Henze, 2018), gender (Schwind and Henze, 2018), and fashion (Klastrup and Tosca, 2009).…”
Section: Studies Visual Attributes Of Characters In Video Gamesmentioning
confidence: 99%
“…Scarification-the deliberate act of scaring someone for aesthetical purposes-has roots in traditions of African tribes and has found its way into body modification culture. Directions that games could use, for example, to provide new character options increasing diversity through customizability (Dickerman et al, 2008;Birk et al, 2016;Passmore et al, 2018), by allowing characters to be created that defy negative stereotype associated with dermatological issues, or to create a visual language around the beauty of scars.…”
Section: The Constructions Of Villainous Stereotypesmentioning
confidence: 99%