id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
spir-11229	Harrisson, Annie; Jones, Shawn; Marchessault, Jessie; Pedraça, Sâmia; Consalvo, Mia	THE VIRTUAL CENSUS 2.0: A CONTINUED INVESTIGATION ON THE REPRESENTATIONS OF GENDER, RACE AND AGE IN VIDEOGAMES	2020.0	4	.pdf	application/pdf	1291	70	51	Given the media’s influence to shape a consumer’s worldview, there is growing concern over the lack of diversity in the representation of videogame characters, which could have significant social impacts on players—for example, normalizing power imbalances and marginalizing certain groups (Gerbner et al. 1994; Harwood and Anderson 2002). In conducting a virtual census of the human characters present in the best-selling UK games of 2017, the researchers hope to bring an awareness to the continued lack of diverse representation of videogame characters, while simultaneously underlining the positive changes and trends that are slowly emerging due to the pressure of a more diverse and socially conscious gaming community.	cache/spir-11229.pdf	txt/spir-11229.txt
