![]() ![]() Such oversight in the design process contributes to games that perpetuate gendered and racist stereotypes, and therefore, are less appealing to women of color. However, despite a diverse player demographic, the design of L2 games is often not informed by players representative of marginalized populations, especially women of color (i.e., Black women). Game-based second language (L2) learning represents an ideal alternative to foreign language classroom instruction. We conclude with design recommendations for creating platforms that better support people in representing their disability and other minoritized identities. ![]() We discuss how avatars can support disability identity representation because of their easily customizable format that is not strictly tied to reality. ![]() Some participants even found avatars to be a more accessible way to communicate than alternatives. They also utilized avatars in strategic ways: as a means to signal and disclose current abilities, access needs, and to raise awareness. Participants generally preferred to represent their disability identity if the context felt safe and platforms supported their expression, as it was important for feeling authentically represented. We interviewed 18 people with disabilities and related identities about their experiences and preferences in representing their identities with avatars. This article challenges game studies scholars to move beyond simply studying games to begin to offer insight and analysis into the importance of race and racialized tropes within virtual reality and the larger implications of racist pedagogies of video games in the advancement of White supremacy.ĭigital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. How can one truly understand fantasy, violence, gender roles, plot, narrative, game playability, virtual realities, and the like without examining race, racism, and/or racial stratification-one cannot. Efforts to exclude race (and intersections with gender, nation, and sexuality) from public discussions through its erasure and the acceptance of larger discourses of colorblindness contribute to a problematic understanding of video games and their significant role in contemporary social, political, economic, and cultural organization. Notwithstanding the presence of extreme racialized tropes within the world of video games, public discourses continue to focus on questions of violence, denying the importance of games in maintaining the hegemonic racial order. ![]()
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