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“I WONDER WHAT YOU THINK OF ME”: A QUALITATIVE APPROACH TO EXAMINING STEREOTYPE AWARENESS IN APPALACHIAN STUDENTSAdams, Chelsea G. 01 January 2017 (has links)
Historically, Appalachia has been stereotyped as being a culture bred in poverty and ignorance. Much research has shown that stereotyping reveals a pattern of behavioral change and an impact on psychological well-being for the stereotyped (e.g., Pinel, 1999; Woodcock, Jernandez, Estrada, & Schultz, 2012), and has largely been centered on race and gender (e.g., Byrnes, 2008; Tuckman & Monetti, 2011). Less is known about the development of culture-specific stereotypes such as those related to Appalachians – a highly stigmatized group (Daniels, 2014; Otto, 2002). The purpose of this study was to gain an understanding of how adolescents in rural Appalachia develop awareness of stereotypes about Appalachia. Stratified random sampling was used to select twelve students (Grades 6-12) belonging to a small school district located in the Appalachian region of eastern Kentucky who were invited to participate in individual interviews. Eight of the participants self-identified as Appalachian, but for distinct reasons. Students characterized Appalachia for its strong sense of community, accessibility to nature, and lack of opportunities. All students readily identified negative Appalachian stereotypes, but most, particularly older students, were quick to defend the integrity of their culture and community. When discussing cultural stereotypes, the richness of student responses varied by grade-level.
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“You play like a girl” : An investigation of the gender-typing of Esports as well as the effect of gender stereotypes on player performances / "Du spelar som en tjej" : En undersökning av könsstereotypningen av Esport samt effekterna av könsstereotyper på spelarprestationerShaw, Kevin January 2021 (has links)
Purpose and research questions: The purpose of this study has been to critically examine Esports through a gender perspective. The study therefore investigated the gender-typing of Esports and if these stereotypes affect players’ performance. The research questions were: Do players gender-type Esports to be a neutral, feminine, or masculine sport? Do gender stereotypes in Esports affect female players’ performance? Do gender stereotypes in Esports affect male players’ performance? Method: A quantitative research design was used, and two different surveys were sent out to respondents. Both surveys contained the exact same information and questions on the first page. These were aimed at answering questions regarding gender-typing (i.e. if the respondents perceived Esports to be a neutral, feminine or masculine activity and how appropriate they perceived Esports to be for women respectively men). The survey’s second page had identical questions on both surveys, however the respondents got to see different texts of information (stereotypes) depending on which survey they participated in. The first survey (Group 1) included two different conditions groups (women = stereotype threat; men = stereotype lift) and primed the respondents with the stereotype that “women are inferior to men in Esports”. The second survey (Group 2) also included two different condition groups (men = stereotype threat; women = stereotype boost) and primed the respondents with the alternative stereotype manipulation that “women are equally as good as men in Esports”. After participating in the surveys, the respondents played three games of Counter-Strike: Global Offensive that were then analyzed against the respondents’ three most recent matches before partaking in the study. As such, the players’ performance could be evaluated and a result could be determined (i.e. either an improvement or impairment in performance). A control group (Group 3) that did not partake in the surveys was used as a reference group and to evaluate the participants’ performances. As a total, 290 persons participated in the study, of which 50 were women and 240 men. Results: The results showed that the players perceived Esports to be more of a masculine sport. For the stereotype effects on players’ performance, an ANOVA of the results showed that stereotype threat had a statistically significant effect on female players’ performance (p = .008), whereas stereotype boost did not. For the men, the results showed that neither stereotype threat nor lift had any statistically significant effect on male players’ performance. Conclusion: The findings suggest that players gender-type different aspects of Esports in different ways. The participants perceived Esports to be more of a masculine activity but on the other hand to be almost equally as appropriate for women and men. As a whole, the respondents perceived Esports to be more of a masculine sport than neutral or feminine. The findings from this study also suggest that women in Esports are more affected by gender stereotypes than men are, and that negative gender stereotypes about women’s ability may impair female players’ performance. Finally, the findings suggest that the awareness as well as the occurrence of gender stereotypes in Esports are widespread among players. However, players in Esports consider themselves to not fully endorse these stereotypes but believe that other players do, especially the negative stereotypes about women’s ability in Esports. This finding generates an interesting area for further research and investigation. / Syfte och frågeställning: Syftet med denna studie har varit att kritiskt granska Esport ur ett genusperspektiv. Studien undersökte därmed könsstereotypningen (”gender-typing”) av Esport samt huruvida dessa stereotyper påverkar spelares prestationer. Frågeställningarna var: Könsstereotypar spelare Esport som en neutral, feminin eller maskulin sport? Påverkar könsstereotyper inom Esport kvinnliga spelares prestationer? Påverkar könsstereotyper inom Esport manliga spelares prestationer? Metod: En kvantitativ forskningsdesign användes, och två olika enkäter skickades ut till respondenter. Båda enkäterna innehöll exakt samma information och frågor på den första sidan. Dessa var ämnade att besvara frågor kring könsstereotypning (dvs. om respondenten ansåg Esport var en neutral, feminin eller maskulin aktivitet samt hur lämpligt de ansåg Esport vara för kvinnor respektive män). Enkätens andra sida hade identiska frågor på båda enkäterna men respondenterna fick ta del av olika texter av information (stereotyper) beroende på vilken enkät de deltog i. Den första enkäten (Grupp 1) inkluderade två olika tillståndsgrupper (kvinnor = stereotype threat; män = stereotype lift) och grundade respondenterna med stereotypen att ”kvinnor är sämre än män inom Esport”. Den andra enkäten (Grupp 2) inkluderade även den två olika tillståndsgrupper (män = stereotype threat; kvinnor = stereotype boost) och grundade respondenterna med den alternativa manipulationen av stereotypen att ”kvinnor är lika bra som män inom Esport”. Efter att ha deltagit i enkäterna spelade respondenterna tre matcher av Counter-Strike: Global Offensive som sedan analyserades mot respondenternas tre senaste matcher innan de deltog i studien. Som sådant, kunde spelarnas prestationer utvärderas och ett resultat kunde fastställas (dvs. antingen en förbättring eller en försämring i prestation). En kontrollgrupp (Grupp 3) som inte deltog i enkäterna användes som referensgrupp och för att utvärdera deltagarnas prestationer. Totalt deltog 290 personer i studien varav 50 var kvinnor och 240 män. Resultat: Resultatet visade att spelarna uppfattade Esport som mer av en maskulin sport. Angående stereotypeffekterna på spelarnas prestationer visade en ANOVA av resultaten att stereotype threat hade en statistisk signifikant effekt på kvinnliga spelares prestationer (p = .008), medan stereotype boost inte hade det. För männen så visade resultaten att varken stereotype threat eller lift hade någon statistisk signifikant effekt på manliga spelares prestationer. Slutsats: Resultaten tyder på att spelare könsstereotypar olika aspekter av Esport på olika sätt. Deltagarna uppfattade Esport som mer av en maskulin aktivitet men å andra sidan som lika lämpligt för kvinnor och män. Som helhet uppfattade respondenterna Esport som mer av en maskulin sport än neutral eller feminin. Resultatenfrån denna studie tyder även på att kvinnor inom Esport påverkas mer av könsstereotyper än män och att negativa könsstereotyper om kvinnors förmåga kan försämra kvinnliga spelares prestationer. Slutligen, resultaten tyder på att medvetenheten samt förekomsten av könsstereotyper inom Esport är utbredd bland spelarna.Spelarna inom Esport anser dock inte att de själva stödjer dessa stereotyper fullt ut men tror att andra spelare gör det, särskilt de negative stereotyperna om kvinnors förmågor inom Esport. Detta resultat genererar ett intressant område för vidare forskning och undersökningar.
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