The research reported here examines the effectiveness of a social simulation game ftStarpowern and discussion model in developing more positive attitudes towards blacks and women. Although "Starpower " has been used extensively throughout the country with numerous groups, there is almost no research evaluating its effectiveness in terms of attitude and/or behavior change related to racism and/or sexism. Freshman and transfer students (0=182) attending Maryland's 1974 New Student Orientation Program were randomly assigned to one of three experimental conditions or a control group. During a two-hour period, the experimental groups played the simulation game followed by a post-game discussion on racism and/or sexism. The control...
Sexual objectification is a popular media tool to capture the attention of viewers and consumers, fr...
This research investigated whether video games might be an instrument of change for social issues. ...
Objective: Prior research has documented favorable effects of active and educational videogames amon...
This dissertation explores new possibilities for changing Americans' theories about racism and sexis...
A critical scientific and societal challenge consists in developing and evaluating interventions tha...
This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changi...
The usage of multimedia technology for education had long been performed. However, the practice usua...
Different forms of media, particularly narratives, allow for the consumer to identify and empathize ...
Gender bias is prevalent in today\u27s work force; while it doesn\u27t look like it did a few decade...
Systemic research has only recently begun to examine the psychological effects of video games on use...
Systemic research has only recently begun to examine the psychological effects of video games on use...
The media often link Black characters and violence. This is especially true in video games, in which...
The study aimed to assess the impact of a student-created videogame on university students’ percepti...
Two versions of a simulation game, Parent-Child, were taught to ten white and ten black inner-city m...
*Simulation The research in this report was conducted to assess the cognitive impact of a simulation...
Sexual objectification is a popular media tool to capture the attention of viewers and consumers, fr...
This research investigated whether video games might be an instrument of change for social issues. ...
Objective: Prior research has documented favorable effects of active and educational videogames amon...
This dissertation explores new possibilities for changing Americans' theories about racism and sexis...
A critical scientific and societal challenge consists in developing and evaluating interventions tha...
This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changi...
The usage of multimedia technology for education had long been performed. However, the practice usua...
Different forms of media, particularly narratives, allow for the consumer to identify and empathize ...
Gender bias is prevalent in today\u27s work force; while it doesn\u27t look like it did a few decade...
Systemic research has only recently begun to examine the psychological effects of video games on use...
Systemic research has only recently begun to examine the psychological effects of video games on use...
The media often link Black characters and violence. This is especially true in video games, in which...
The study aimed to assess the impact of a student-created videogame on university students’ percepti...
Two versions of a simulation game, Parent-Child, were taught to ten white and ten black inner-city m...
*Simulation The research in this report was conducted to assess the cognitive impact of a simulation...
Sexual objectification is a popular media tool to capture the attention of viewers and consumers, fr...
This research investigated whether video games might be an instrument of change for social issues. ...
Objective: Prior research has documented favorable effects of active and educational videogames amon...