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Joseph Fordham

Biographic Data

ID113245
NAMEJoseph Fordham
GIVEN NAMESJoseph
FAMILY NAMEFordham
SIGNATUREFORDHAM J
AFFILIATIONSMichigan State University, East Lansing, MI, USA
ORCID0000-0003-2687-6089
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS1
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2020
H-INDEX1
  • 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

    Open Access•Joseph Fordham, Rabindra Ratan et al.•ARTICLE•American Behavioral Scientist•2020•Cited by: 1•References: 49

    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

    Open Access•Lisa Mendelman, Rabindra Ratan et al.•ARTICLE•Games and Culture•2019•References: 29

    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

    Open Access•Joseph Fordham, Rabindra Ratan et al.•ARTICLE•American Behavioral Scientist•2020•Cited by: 1•References: 49

    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

    Open Access•Lisa Mendelman, Rabindra Ratan et al.•ARTICLE•Games and Culture•2019•References: 29

    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

    Open Access•Joseph Fordham, Rabindra Ratan et al.•ARTICLE•American Behavioral Scientist•2020•Cited by: 1•References: 49

    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)

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