Citation

Race in Virtual Environments: Competitive versus Cooperative Games with Black or White Avatars

Abstract | Word Stems | Keywords | Association | Citation | Similar Titles



Abstract:

Often, virtual environments and video games have established goals, and to achieve them users must either compete or cooperate with others. This research tested how communicative goals in a virtual environment may influence how White users perceive Black and White virtual partners. White participants (N = 101) played an anagram game competitively or cooperatively in a virtual environment with a Black or White avatar. Black avatars elicited more positive assessments than White avatars.

Most Common Document Word Stems:

virtual (86), avatar (60), game (56), social (55), race (53), environ (52), white (51), particip (50), black (44), group (39), competit (35), may (34), cooper (33), ident (33), doi (29), interact (28), video (27), influenc (27), r (27), outgroup (26), assess (26),
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Association:
Name: Association for Education in Journalism and Mass Communication
URL:
http://www.aejmc.org


Citation:
URL: http://citation.allacademic.com/meta/p670283_index.html
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MLA Citation:

Vang, Mao. and Fox, Jesse. "Race in Virtual Environments: Competitive versus Cooperative Games with Black or White Avatars" Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Renaissance Hotel, Washington DC, Aug 08, 2013 <Not Available>. 2018-08-30 <http://citation.allacademic.com/meta/p670283_index.html>

APA Citation:

Vang, M. and Fox, J. , 2013-08-08 "Race in Virtual Environments: Competitive versus Cooperative Games with Black or White Avatars" Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Renaissance Hotel, Washington DC Online <PDF>. 2018-08-30 from http://citation.allacademic.com/meta/p670283_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: Often, virtual environments and video games have established goals, and to achieve them users must either compete or cooperate with others. This research tested how communicative goals in a virtual environment may influence how White users perceive Black and White virtual partners. White participants (N = 101) played an anagram game competitively or cooperatively in a virtual environment with a Black or White avatar. Black avatars elicited more positive assessments than White avatars.


Similar Titles:
“Sure My Avatar’s Black…Blackface!” Using Black Feminist Criminology to Examine the Continuation of Default Masculinity and Whiteness in Virtual Gaming Communities

Avatar Color and Social Identity Effects On Attitudes and Group Dynamics in Online Video Games

Motivation and Performance in a Language Learning Game: Competitive, Cooperative, and Conjunctive Task Demands and the Interaction of Social Categorization Diversity


 
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