Professional Documents
Culture Documents
Annotated Biography
Annotated Biography
Gayth Munther
Professor Agosta
UWRT 1102-018
4 November 2014
Annotated Bibliography
What are the stereotypes of gamers?
How do stereotypes affect the identity of gamer?
Dickerman, Charles, Jeff Christensen, and Stella Beatrz Kerl-McClain. "Big Breasts And Bad
Guys: Depictions Of Gender And Race In Video Games." Journal Of Creativity In
Mental Health 3.1 (2008): 20-29. Academic Search Complete. Web. 2 Nov. 2014.
Gender in video games is a highly debated topic and the depictions of women in games
are scarce and is stereotypical. Women are usually minor characters, are seen as victims
rather than protagonists, and are depicted in highly sexualized ways. Gender and racial
stereotyping in video games is discussed in the sources as well as way to raise awareness
of the issue. The article mainly argues that gender and race should be taken into
consideration when creating characters and story plots in video games.
This sources mainly talks about how video games are advertised to the general public. It
sheds light on how advertisements affect the image of gamers and how women and
people of color are represented in those advertisements. This article can be used to
illustrate how stereotypes of gamers can to be and how the general public has responded
to the issues discussed above. This is a strong example of a credible source because
Dickerman, Christensen, and Kerl-McClain have all done much research to arrive at the
information that they presented and the conclusions that they established.
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How will advertisements for future games be affected due to the growing complaints about
the depiction of gender and racial stereotypes?
How does the image of a gamer change the identity of the people that associate
themselves with that identity?
Gee, James Paul. "Identity as an Analytic Lens for Research in Education." JSTOR. N.p., n.d.
Web. 30 Oct. 2014.
This article describes the different types of identity that one can associate themselves
with. This includes Nature identity such as being tall, Institutional identity such as being
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a teacher, Discourse identity such as being recognized as friendly and Affinity identity in
which one shares a common experience within a group. The article helps define some of
the terms used in the research as well as give examples of how identity can be
interpreted. The main idea behind this source is that identity has to have a power that
reinforces the trait of that identity.
Affinity identity is defined as a common experience shared in the practice of a common
group. This definition is going to be very important in my research because I can talk
about common experiences of gamers in the past and today and compare the two states.
Gee uses a lot of sources to back up his findings as well as his observation so it is safe to
say that this is a credible source.
Are there other ways to view identity? If so, what is their source of power?
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This article was written from a first person perspective which shows the opinion of Royal
Van Horn on the matter of video game violence. He mostly uses the two studies with lots
of evidence to back up his opinion which is why this is a credible source.
Did other mediums such as books or music go through the same process that video games
are going through today?
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answering most of inquiry questions about the demographics of people who play video
games. This source is very credible because it showed academically sound measures and
procedures to gather the shown data.
How will the new generation of gamers affect society in terms of economics?