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- All Subjects: race
- Creators: Sanford School of Social and Family Dynamics
- Creators: School of Humanities, Arts, and Cultural Studies
Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.
The goal of this paper is to examine the relevance of ethnic identity in young Latinos and Whites in the Phoenix area. Based on interviews with 30 Latino and White young adults, I explore how “Zoomers” and millennials think about their ethnicity. I found that Whites’ ethnic identity tends to be symbolic or meaningless as they attribute less importance to ethnic identity because it has low personal significance and is inconsequential in their daily lives. Latinos, with their stronger connection to the ethnic core, tend to describe their ethnicity as consequential due to their experiences of discrimination that make their ethnic identity less optional. This research has implications for those looking to better understand how different groups think about their ethnicity.