Planspiel-Literaturdatenbank des ZMS
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2022
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(2022) : Gaming Simulation: Terminology and Fundamentals In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 3-23
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(2022) : The Current Status of Japanese Game Players and Its Impact on the Society In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 73-89
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(2022) : Ethics and Simulation Games in a Cultural Context: Why Should We Bother? And What Can We Learn? In: Kikkawa, Toshiko: Gaming as a Cultural Commons: Risks, Challenges, and Opportunities. Unter Mitarbeit von Willy C. Kriz und Junkichi Sugiura: Singapore: Springer (Translational Systems Sciences Ser), S. 149-167
2021
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(2021): Decreasing Racial Bias Through A Facilitated Game and Workshop: The Case of Fair Play. The Case of Fair Play (Vol. 52, No. 3), S. 386-402. Online verfügbar unter https://journals.sagepub.com/doi/epub/10.1177/1046878120983384
Abstract: Introduction. Fair Play is an avatar-based role-playing video game in which Jamal Davis, a Black graduate student at a research university, navigates implicit forms of racial bias to reach the win-state of earning his PhD and becoming a professor. Fair Play was designed to educate players on the existence of racial bias in science, technology, engineering, mathematics, and medicine (STEMM) fields in an experiential way and to encourage perspective-taking. Research has found that taking the perspective of another can induce empathy, which improves the empathizer’s attitudes towards individuals and groups. Paired with a facilitated workshop, Fair Play was also designed to teach bias concepts to increase participants’ bias literacy.
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