An About Face: Diverse Self-Representation in Games

被引:11
|
作者
Passmore, Cale J. [1 ]
Mandryk, Regan L. [1 ]
机构
[1] Univ Saskatchewan, Saskatoon, SK, Canada
来源
PROCEEDINGS OF THE 2018 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY (CHI PLAY 2018) | 2018年
基金
加拿大自然科学与工程研究理事会;
关键词
Race; ethnicity; representation; digital characters; games; OWN-RACE BIAS; FACIAL EXPRESSIONS; CULTURAL-DIFFERENCES; ETHNIC-DIFFERENCES; RACIAL EMBODIMENT; IDENTITY; RECOGNITION; EMOTION; PERSPECTIVE; PERCEPTION;
D O I
10.1145/3242671.3242711
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
A lack of racial-ethnic diversity in game characters and limited customization options render in-game self-representation by players of colour fraught. We present a mixed-methods study of what players from different race-ethnicities require to feel digitally represented by in-game characters. Although skin tone emerged as a predominant feature among players from all racial-ethnic groupings, there were significant group differences for more nuanced aspects of representation, including hair texture, style, and colour, facial physiognomy, body shape, personality, and eye colour and dimension. Situated within theories of how race is conveyed, we discuss how developers can support players of colour to feel represented by in-game characters while avoiding stereotyping, tokenism, prototypicality, and high-tech blackface. Our results reinforce player needs for self-representation and suggest that customization options must be more than skin deep.
引用
收藏
页码:365 / 380
页数:16
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