The virtual census: representations of gender, race and age in video games.
Dmitri WilliamsNicole MartinsMia ConsalvoJames D. IvoryPublished in: New Media Soc. (2009)
Keyphrases
- video games
- game play
- learning experience
- immersive virtual environments
- age groups
- computer games
- educational games
- males and females
- virtual reality
- age related
- male and female
- virtual environment
- united states
- game design
- augmented reality
- learning tools
- virtual world
- mathematics learning
- game based learning
- game development
- computer supported collaboration
- serious games
- commercial games
- learning outcomes
- e learning