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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Menace du stéréotype : effets de l’adhésion au stéréotype et des émotions sur la performance des individus stigmatisés / Stereotype threat : effects of stereotype endorsement and emotions on the performance of stigmatized individuals

Dumesnil, Anissa 21 June 2017 (has links)
Dans le cadre de cette thèse, nous nous intéressons aux mécanismes sous-jacents à la menace du stéréotype (Steele & Aronson, 1995). Notre objectif principal est de proposer une explication à l’effet délétère de menace du stéréotype sur la performance des individus stigmatisés à travers les conséquences comportementales et cognitives des émotions émergeant dans cette situation. Nos travaux s’articulent autour de deux objectifs de recherche. En premier lieu, nous souhaitons montrer que la situation de menace du stéréotype est susceptible de déclencher aussi bien de la peur que de la colère chez les individus stigmatisés. Nous postulons que l’adhésion ou la non adhésion des individus au stéréotype dont ils sont la cible déterminerait l’émergence de peur ou de colère respectivement. En second lieu, nous examinerons les processus cognitifs et motivationnels par lesquels ces deux émotions diminuent la performance des individus stigmatisés. / In this PhD thesis, we investigate specific mechanisms underlying stereotype threat (Steele & Aronson, 1995). Our main claim is that deleterious effect of stereotype threat on the performance of stigmatized individuals can be explained by the behavioral and cognitive consequences of the emotions emerging in this situation. The aim of the research program is twofold. First, we tested the idea that stereotype threat is likely to trigger fear, but also anger, in stigmatized individuals. Specifically, we assume that the endorsement vs non- endorsement to the stereotype respectively determines the emergence of fear or anger. Second, we investigate the cognitive and motivational processes through which these two emotions lead to a decrease in the performance of stigmatized individuals.
2

台灣人怎麼看非洲? 台灣大學生的刻板印象認可程度之探索式研究 / Taiwan’s Eye on Africa: An Exploratory Study of Stereotype Endorsement Among Taiwanese University Students

慕以萱, Moi, Barbara Unknown Date (has links)
大學生是一群熱切使用媒體和科技的世界公民,他們特別會透過新媒體接觸來自整個地球村的大量資訊。大學生可以透過學校課程與活動、與國際學生社群互動以及到國外旅行都是其中的管道。本研究援引社會建構理論與涵化理論,以質性研究探討台灣大學生的人口變項、與非洲接觸行為、西方媒體使用、世界主義意識以及媒體呈現偏誤之察覺與台灣大學生對非洲刻板印象建構之間的關係。 線上問卷收集共215位台灣大學生有效樣本。研究顯示非洲接觸行為與媒體呈現偏誤之察覺,皆與刻板印象認同呈現正相關。 / University students are some of the more cosmopolitan groups in society, as voracious consumers of media and technology, especially new media, and exposed to a plethora of information about the global community. University courses, interaction with the international student communities, events on-campus and opportunities to travel abroad are some of the avenues available to them. Using quantitative analysis, this study examined the relationships between demographic and contact variables, Western media exposure, cosmopolitanism and perceived bias of media portrayals and its effect on Taiwanese university students’ endorsement of stereotypes of Africa. The research framework is informed by the theory of social construction of reality and the cultivation theory. Using an online survey, data was collected and analyzed from a sample of 215 Taiwanese university students. The analysis reveals that contact with Africa and perceived bias of media portrayals have the most significant influence on stereotype endorsement.
3

“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 spelarprestationer

Shaw, 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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