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Fair Play? Violence, Gender and Race in Video Games.
0 references·7 citing·28 second hop
Fair Play? Violence, Gender and Race in Video Games. (2001)Fair Play? Violence, Gender and Race in V…Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence. (2018)Violent video games, external…Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming (2018)Gendered Play, Racialized Rea…Additive race: colorblind discourses of realism in performance capture technologies (2013)Additive race: colorblind dis…Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games (2011)Playing With Prejudice: The P…Glitch Game Testers: African American Men Breaking Open the Console (2009)Glitch Game Testers: African …Contextual Features of Violent Video Games, Mental Models, and Aggression (2006)Contextual Features of Violen…Media Use and Dreaming: The Relationship Among Television Viewing, Computer Game Play, and Nightmares or Pleasant Dreams. (2004)Media Use and Dreaming: The R…Television-viewing Habits and Sleep Disturbance in School Children (1999)Fright Reactions to Mass Media (2002)Media Effects (2009)Bedtime Electronic Media Use and Sleep in Children with Autism Spectrum Disorder (2016)Social Media Use, Social Media Stress, and Sleep: Examining Cross-Sectional and Longitudinal Relationships in Adolescents (2018)Stereotypes and prejudice: Their automatic and controlled components. (1989)Automaticity of social behavior: Direct effects of trait construct and stereotype activation on action. (1996)Manuscript Preparation (1997)“Girls can't play”: The effects of stereotype threat on females' gaming performance (2016)Preservice teachers’ racialized emotion recognition, anger bias, and hostility attributions (2018)Media and Stereotypes (2019)Understanding Attitudes and Predicting Social Behavior (1980)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)Black looks: race and representation (1992)Playing in the Dark: Whiteness and the Literary Imagination. (1993)Culture, Media, Language (2003)From Barbie to Mortal Kombat: gender and computer games (1998)Playing and Making Games for Learning (2005)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Mapping the Margins: Intersectionality, Identity Politics, and Violence against Women of Color (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Magical women: Representations of female characters in the Witcher video game series (2022)Video gaming and digital competence among elementary school students (2022)Social Learning Theory. (1978)Character strengths and virtues: a handbook and classification (2004)A Theory of Cognitive Dissonance (2017)
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  • 2011Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games148 cited
  • 2018Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming132 cited
  • 2006Contextual Features of Violent Video Games, Mental Models, and Aggression119 cited
  • 2018Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.66 cited
  • 2004Media Use and Dreaming: The Relationship Among Television Viewing, Computer Game Play, and Nightmares or Pleasant Dreams.56 cited
  • 2013Additive race: colorblind discourses of realism in performance capture technologies25 cited
  • 2009Glitch Game Testers: African American Men Breaking Open the Console19 cited

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