Met with Dr. Andre Carrington:
Leads from the meeting:
- Parallel studies done on dolls, consumer choice, and what they choose to do with them afterwards (study of "play"). Sales figures of dolls with different proportions.
- What does a player with xyz proportions choose a doll of xyz proportions tell us?
- How out of sync are players' choices both with reality and themselves?
- Difference between representation versus consuming presented media (Media Effects)
- How do people identify with avatars based on real life situations? (Disabilities, impairments, physical cognitive, mental, sensory, emotional, developmental)
- Implications of next gen consoles/games providing platform for instant sharing of gameplay. Models created by people are much more visible even in single player games.
- Misrepresentation (Documentary) media is the most persuasive force shaping cultural norms, the collective message that our young women and men overwhelmingly receive is that a woman’s value and power lie in her youth, beauty, and sexuality, and not in her capacity as a leader. Stories from teenage girls and interviews with politicians, journalists, entertainers, activists and academics, like Condoleezza Rice, Nancy Pelosi, Katie Couric, Rachel Maddow, Margaret Cho, Rosario Dawson and Gloria Steinem
- How to do things with Video Games (Ian Bogust) Potentials of video games beyond the two commonly taken paths of debate about video games: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works
- Unbearable Weight: : Feminism, Western Culture, and the Body
(Susan Bordo) ideas of body and what it means, range of issues connected to the body—weight and weight loss, exercise, media images, movies, advertising, anorexia and bulimia
- Cybertypes: Race, Ethnicity, and Identity on the Internet (Lisa Nakamura) others have argued online identities as "liberation" from our bodies and their "restrictive" attributes like race, gender, and age. But Nakamura argues that the Internet is a place where race matters and that the harder race is pushed off-line, the greater the consequences in real life for people of color.
Stanford's study on The Proteus effect and experiences of self-objectification via avatars
http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf
Meeting with Stefan:
- Incorporate tools into existing games and provide game designers with feedback about player choice
- Second Life, and other games with character creation, find out what kind of data they collect
Indirect Measures - how often do players stay in the character creation screen? Questionnaires are harder due to truthfulness. (How many choose given templates, how many goes for unrealistic, and what if you include tool tips that identify realism?)
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