COMS 1000 Lecture Notes - Lecture 13: World Health Organization, Class Discrimination, Cultural Appropriation
Document Summary
Every year video games add . 7 billion to the canadian economy. Video games are commercial ((cid:858)play(cid:859) itself is commodified, you must purchase the game to play), hierarchal (you can level up and aim to be better than the people are playing against), and interactive. Both men and women engage in gaming- 49% women and 51% of men. Games are not only video games, they can be things such as solitaire or the gamified products people are using. Key concerns about video games: violence in games: intersects with race, gender, and class. This may cause influence young people and cause change in social behavior: toxicity: particularly around gender, misogyny, sexism, and racism. This can happen during the game and in social community. The games may teach people about stereotypes and immoral behavior. Game culture and mediated social worlds reproduce offline prejudice. There are common gender and racial stereotypes that prevail in games and the social field around them.