The present study assesses the impact of stereotype threat on how women experience digital gaming in an evaluative context. By means of a controlled lab experiment, this study tested the effects of reinforcing stereotypical information suggesting that women are less competent players versus the effects of countering this stereotype. In doing so, game leaderboard scores were manipulated distinguishing between Stereotype Neutral (high scores without gender cues), Stereotype Boost (female-dominated high scores) and Stereotype Threat (male-dominated high scores) conditions. Results indicated that gamer identity, trait competitiveness, and playing habits modulate the experience of social identity threat. Performance and affective responses elicited by the Stereotype Threat Condition were more negatively affected in case of strongly identified gamers, highly competitive women, and/or avid players when compared with the other conditions. However, virtually no differences were observed when comparing the Stereotype Neutral and Stereotype Boost conditions. Overall, the present study demonstrates the existence of the stereotype threat mechanism and how this undermines the game experience of female players within digital game culture.
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Aim: There is often a gap between the ideal of involving older persons iteratively throughout the design process of digital technology, and actual practice. Until now, the lens of ageism has not been applied to address this gap. The goals of this study were: to voice the perspectives and experiences of older persons who participated in co-designing regarding the design process; their perceived role in co-designing and intergenerational interaction with the designers; and apparent manifestations of ageism that potentially influence the design of digital technology. Methods: Twenty-one older persons participated in three focus groups. Five themes were identified using thematic analysis which combined a critical ageism ‘lens’ deductive approach and an inductive approach. Results: Ageism was experienced by participants in their daily lives and interactions with the designers during the design process. Negative images of ageing were pointed out as a potential influencing factor on design decisions. Nevertheless, positive experiences of inclusive design pointed out the importance of “partnership” in the design process. Participants defined the “ultimate partnership” in co-designing as processes in which they were involved from the beginning, iteratively, in a participatory approach. Such processes were perceived as leading to successful design outcomes, which they would like to use, and reduced intergenerational tension. Conclusions: This study highlights the potential role of ageism as a detrimental factor in how digital technologies are designed. Viewing older persons as partners in co-designing and aspiring to more inclusive design processes may promote designing technologies that are needed, wanted and used.
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Deze studie kent de volgende opbouw. Voordat er concrete stappen gezet kunnen worden om onderwijs meer inclusief te maken, is het van belang om te weten waarom juist deze stappen gezet dienen te worden. Daarom gaan wij in hoofdstuk 2 eerst in op inzichten die een licht werpen op mechanismen die ten grondslag liggen aan interacties tussen studenten en docenten. Wij proberen hiermee wellicht onbewuste, en daarmee nauwelijks zichtbare processen die zich afspelen tussen docenten en studenten, in de schijnwerpers te plaatsen. Deze mechanismen uiten zich in zowel docent- als studentgedrag, die onderling ook weer op elkaar inwerken. In hoofdstuk 3 kijken we naar in onderzoek genoemde handelingsperspectieven voor docenten om een inclusieve leeromgeving tot stand te brengen en te bevorderen. En ten slotte in hoofdstuk 4 zullen we de theoretische bevindingen in een samenvattend hoofdstuk proberen in te bedden in de dagelijkse onderwijspraktijk.
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