Joseph Fordham
Biographic Data
| ID | 113245 |
|---|---|
| NAME | Joseph Fordham |
| GIVEN NAMES | Joseph |
| FAMILY NAME | Fordham |
| SIGNATURE | FORDHAM J |
| AFFILIATIONS | Michigan State University, East Lansing, MI, USA |
| ORCID | 0000-0003-2687-6089 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 1 |
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games
This article examines how the embodied experience of contemporary avatar use overlaps with 19th-century American sentimental literature and cultural assumptions about gender and readerly identification in that period. Drawing on recent quantitative and qualitative research on avatar use and ongoing scholarship on nineteenth-century literature, we offer theoretical insights about the resonance between historical and contemporary understandings of …
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games
This article examines how the embodied experience of contemporary avatar use overlaps with 19th-century American sentimental literature and cultural assumptions about gender and readerly identification in that period. Drawing on recent quantitative and qualitative research on avatar use and ongoing scholarship on nineteenth-century literature, we offer theoretical insights about the resonance between historical and contemporary understandings of …
Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator
The connection between video games and science, technology, engineering, and mathematics (STEM) fields has become a key focus for education and game scholars alike. While games may have the power to bring more students toward STEM fields, gender stereotypes about gaming ability may hinder this potential. To examine this issue, two studies were conducted to investigate whether stereotype threat induced in a gaming context would affect players' gam…
Avatar (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Multimedia (2 works) · Psychology (2 works) · Video game (2 works) · Advertising (1 works) · Aesthetics (1 works) · Art (1 works) · Cognitive psychology (1 works)