Annie Harrisson
Biographic Data
| ID | 6715323 |
|---|---|
| NAME | Annie Harrisson |
| GIVEN NAMES | Annie |
| FAMILY NAME | Harrisson |
| SIGNATURE | HARRISSON A |
| AFFILIATIONS | Concordia University |
| ORCID | 0009-0002-7359-7904 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The virtual census 2.0
This study revisits the original four research questions of Williams et al.’s “The Virtual Census: Representations of Gender, Race and Age in Video Games” to investigate if mainstream videogame representations have changed over time. In addition, this study expands on the original by including a fifth question examining the intersection of representations within videogames. Using a sample of the top 100 best-selling boxed videogames of 2017 from …
The Virtual Census 2.0
While many studies suggest media representations of marginalized social groups play a vital role in shaping one’s worldview (Gerbner et al. 1994) or normalizing power imbalances (Harwood and Anderson 2002), videogames continue to privilege characters that are White, adult and male. This paper revisits key questions addressed in Williams, et al.’s “The Virtual Census: Representation of Gender, Race and Age in Videogames” (2009) to examine how repr…
No prominent works on this page.
The Virtual Census 2.0
While many studies suggest media representations of marginalized social groups play a vital role in shaping one’s worldview (Gerbner et al. 1994) or normalizing power imbalances (Harwood and Anderson 2002), videogames continue to privilege characters that are White, adult and male. This paper revisits key questions addressed in Williams, et al.’s “The Virtual Census: Representation of Gender, Race and Age in Videogames” (2009) to examine how repr…
The virtual census 2.0
This study revisits the original four research questions of Williams et al.’s “The Virtual Census: Representations of Gender, Race and Age in Video Games” to investigate if mainstream videogame representations have changed over time. In addition, this study expands on the original by including a fifth question examining the intersection of representations within videogames. Using a sample of the top 100 best-selling boxed videogames of 2017 from …
Census (2 works) · Demography (2 works) · Digital Games and Media (2 works) · Gender Studies (2 works) · Impact of Technology on Adolescents (2 works) · Population (2 works) · Psychology (2 works) · Sociology (2 works) · Computer Science (1 work) · Demography (1 work)