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Sâmia Pedraça

Biographic Data

ID6715324
NAMESâmia Pedraça
GIVEN NAMESSâmia
FAMILY NAMEPedraça
SIGNATUREPEDRAÇA S
AFFILIATIONSConcordia University
ORCID0009-0002-5612-5868
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2025
H-INDEX0
  • The virtual census 2.0

    Open Access•Shawn Suyong Yi Jones, Annie Harrisson et al.•ARTICLE•New Media & Society•2025•References: 7

    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

    Open Access•Annie Harrisson, Shawn Suyong Yi Jones et al.•ARTICLE•AoIR Selected Papers of Internet…•2020

    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

    Open Access•Annie Harrisson, Shawn Suyong Yi Jones et al.•ARTICLE•AoIR Selected Papers of Internet…•2020

    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

    Open Access•Shawn Suyong Yi Jones, Annie Harrisson et al.•ARTICLE•New Media & Society•2025•References: 7

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae