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Because good writing is always a process, our persuasive essay will be written in two parts: a first draft due this week and a final draft due in week 6. Your paper should be 3-4 pages in length. As you prepare, here are a few reminders for this week’s draft: In week 3 you posted a thesis for peer review. Use the revised thesis, based on your classmates’ and teacher’s feedback as the basis for your persuasive paper. Use your sources to support your thesis. Research and prepare the passages you will consider using. Remember to review methods of paraphrasing, summarizing, and using direct quotations.Prepare the body paragraphs by deciding where to place supporting information. Remember, each paragraph of the paper should act to build the momentum of the argument. Apply pathos, logos, and ethos whenever possible.Finally, remember that it’s okay if your ideas, opinions, or sources change during process of writing this paper. Writing makes us think, and it’s fine – even beneficial – to have our thoughts change as we express them on paper.( Thesis Statement )Video games influence users negatively through creation of stereotypes that include social and sexual stereotypes which subsequently incites social conflicts and violence in the society.OTHER INFO ATTACH TO GUIDE YOU
20190422002329thesis_statement.docx

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Running head: VIDEOGAMES AND STEREOTYPES
Do Video Games Reinforce Stereotypes
Desmond K. Fulton
Rasmussen College
Author Note
This paper is being submitted on April 21, 2019 for Debra Bohlman, English Composition
1
VIDEOGAMES AND STEREOTYPES
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Do Video Games Reinforce Stereotypes
Thesis Statement
Video games influence users negatively through creation of stereotypes that include social and
sexual stereotypes which subsequently incites social conflicts and violence in the society.
Annotated Bibliography
Glaubke, C. R., Miller, P., Parker, M. A., & Espejo, E. (2001). Fair Play? Violence, Gender and
Race in Video Games.
The article explores the messages that videogames attempt to portray to the public. The
article takes a critical approach to an analysis of the content in most video games. In the
cross sectional experimental study, the research investigates the social and cultural
messages that dominate in the video games that are currently the most marketed. The aim
of the research is to ascertain whether there are any negative cultural messages that could
be present and finds that out of the 70 games meant for use by children there were
negative social messages (Glaubke et al., 2001). The importance of the source is that it
identifies racial stereotypes alongside violence, despising of women and other negative
messages to characterize video games. In this research, the source is important as part of
the scholarly perspectives as to whether or not video games promote negative
stereotypes.
Yang, G. S., Gibson, B., Lueke, A. K., Huesmann, L. R., & Bushman, B. J. (2014). Effects of
avatar race in violent video games on racial attitudes and aggression. Social
Psychological and Personality Science, 5(6), 698-704.
VIDEOGAMES AND STEREOTYPES
3
Yang et al., 92014) on the other hand focus their argument on the roles that video games
play in promoting racial stereotypes. More specifically the research explores whether
video games communicate racial attitudes about aggressive. The question by the authors
is quite important because aggression and violence is one of the most prominent public
concerns regarding the safety of video games for children’s social and psychological
health. The article findings are that videos that had black avatars and depicted violence
created negative attitudes towards blacks. The levels in which such games created the
negative attitudes towards blacks was much higher than in games that were nonviolent or
used white avatar when violent. The rationale here is that the source is instrumental in
revealing that video games have a profound effect on the social ideologies of the children
or adults who play them.
Leonard, D. (2004). High tech blackface: Race, sports, video games and becoming the other.
In Intelligent Agent (Vol. 4, No. 4.2, p. 1).
The role of video games in facilitating racial attitudes with regard to violence is a topic
that this source also explores. In fact, Leonard, (2004) acknowledge that video games
form the scenery for creating negative social notions concerning African Americans
terming them as ‘high-tech black faces’. The argument that the authors attempt to place is
that video games offer the players an opportunity to act like a black man when they use
blacks as avatars. Additionally, the article discusses NFL games such as NFL Street and
NBA where they manifest racial stereotypes having athletic black avatars in settings
where there is use of obscene language. The showcasing of such ideas may lead the
players to gain certain perceptions about blacks that are negative, or that may make an
individual preempt a negative expectation of a black individual in real life. The article is
VIDEOGAMES AND STEREOTYPES
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important because it explores the racial aspect of games that forms a widely debated topic
involving how gaming promotes social stereotypes.
Stermer, S. P., & Burkley, M. (2015). SeX-Box: Exposure to sexist video games predicts
benevolent sexism. Psychology of Popular Media Culture, 4(1), 47.
The authors reveal that videogames also have the potential for facilitating development of
other stereotypes such as sexism. In the study, the researchers survey respondents who
reported to have played video games and compared them to those who did not.
Accordingly, the research was on sexist messages in video games and their effects on the
individual behavior. From the research, men who played videogames with sexist attitudes
showed more ambivalent sexism than men who did not play such games (Stermer &
Burkley, 2015). The source is quite unique in the sense that exposure to videogames has
been linked mostly to violence alone. However, the source unveils that videogames may
also facilitate the development of other behaviors such as gender based stereotypes or
attitudes.
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The male gamer
stereotype and the marginalization of women in video game culture. Sex Roles, 76(7-8),
421-435.
The article takes a rather different approach in exploring how videogames influence our
social interaction and the attitudes we hold about each other. In this case, the researchers
consider that the use of videogames in itself is stereotypes. Paaßen, B., Morgenroth, T.,&
Stratemeyer, (2017) state that men and women are exposed to videogames relatively
equally but that videogames are stereotypically associated with men only. The research
VIDEOGAMES AND STEREOTYPES
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observes that women are actively marginalized or ignored in their roles as gamers and
due to the domination of the gaming culture by males, women may fail to benefit out of
the activity. The source is important in revealing the extent in which gaming and its
contents are linked to social stereotypes. Thus one may question whether the reduced role
of women in the video gaming world affects their suitability for women.
VIDEOGAMES AND STEREOTYPES
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References
Glaubke, C. R., Miller, P., Parker, M. A., & Espejo, E. (2001). Fair Play? Violence, Gender and
Race in Video Games.
Leonard, D. (2004). High tech blackface: Race, sports, video games and becoming the other.
In Intelligent Agent (Vol. 4, No. 4.2, p. 1).
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The male gamer
stereotype and the marginalization of women in video game culture. Sex Roles, 76(7-8),
421-435.
Stermer, S. P., & Burkley, M. (2015). SeX-Box: Exposure to sexist video games predicts
benevolent sexism. Psychology of Popular Media Culture, 4(1), 47.
Yang, G. S., Gibson, B., Lueke, A. K., Huesmann, L. R., & Bushman, B. J. (2014). Effects of
avatar race in violent video games on racial attitudes and aggression. Social
Psychological and Personality Science, 5(6), 698-704.

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