2021
DOI: 10.1016/j.chb.2021.106844
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When virtual spaces meet the limitations of traditional sport: Gender stereotyping in NBA2K

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Cited by 18 publications
(19 citation statements)
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References 40 publications
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“…Therefore, this experience allows players to experience, in a virtual environment, an action that can be brought to reality thanks to the model visualized and internalized by the students (Rogers et al, 2020). Also, this video game included women's teams and athlete avatars to increase diversity and representation (Darvin et al, 2021). In addition, to improve in the game, they must use their reasoning skills (Contreras et al, 2011).…”
Section: Nba 2k16mentioning
confidence: 99%
“…Therefore, this experience allows players to experience, in a virtual environment, an action that can be brought to reality thanks to the model visualized and internalized by the students (Rogers et al, 2020). Also, this video game included women's teams and athlete avatars to increase diversity and representation (Darvin et al, 2021). In addition, to improve in the game, they must use their reasoning skills (Contreras et al, 2011).…”
Section: Nba 2k16mentioning
confidence: 99%
“…Indeed, there can be a number of external factors that can influence value perceptions for the play. In the case of non-simulation gaming, toxic behaviors related to social concerns such as mocking, insulting, racism, homophobic comments, and hate speech (Darvin et al, 2021) can evidence their relevance in the model. Future studies examining value perceptions should include these external factors, and therefore our findings should be acknowledged with this consideration in mind.…”
Section: Limitations and Future Researchmentioning
confidence: 99%
“…With most current research on gender and esports focusing on esports athletes, research on gender inclusion in esports leadership is limited. There are only a few empirical investigations on this topic, including the works of Piggott et al (2022), Darvin et al (2021), andStout (2020). Darvin et al (2021) interviewed women players and managers from the USA, Canada, and England.…”
Section: Gender Inclusion and Esports Leadershipmentioning
confidence: 99%