| Literature DB >> 28450447 |
Anna Kaatz1, Molly Carnes1,2,3,4,5, Belinda Gutierrez2, Julia Savoy6, Clem Samuel7,8, Amarette Filut1, Christine Maidl Pribbenow9.
Abstract
Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors' meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science.Entities:
Mesh:
Year: 2017 PMID: 28450447 PMCID: PMC5459245 DOI: 10.1187/cbe.15-06-0140
Source DB: PubMed Journal: CBE Life Sci Educ ISSN: 1931-7913 Impact factor: 3.325
Previous versions and descriptions of game prototypes, 2011–2013
| Version | Game components | Role of player | Purpose of game |
|---|---|---|---|
| 1 | Lab Dash (directing a science lab) | Play as Lab Director: hire staff; submit papers; and address bias events | To show how time pressure and high cognitive load can increase the influence of implicit bias on decision makinga |
| 2 | Lab Dash: an almanac to introduce concepts; and interactions with NPCs (nonplayable characters) | Jamal or Geoffrey: play first as a Black and then as a white graduate student | To promote perspective taking and to develop bias literacy by having players experience implicit bias as Jamal, but not as Geoffrey |
| 3 | Different environments (e.g., lab, conferences); SciConnect—networking tool; new NPCs; and continued use of bias almanac | Jamal: interact with NPCs while in graduate school; succeed in networking despite bias incidents | Perspective-taking, as Jamal; increased friendliness or respect from NPCs leading to upgrades in the lab; to promote bias literacy, each NPC associated with one implicit bias concept |
| 4 | Fair Play: a point-and-click, avatar-based role-playing game; use of different environments, NPCs, and bias almanac | Jamal Davis: a Black student working to matriculate in graduate school despite experiencing subtle racial bias | To build player bias literacy through: perspective taking, as Jamal, while experiencing bias encounters in the environment or with characters; naming biases stored in almanac; exposure to counter stereotypic exemplars and images |
aMartell, 1991; Dijker and Koomen, 1996; Perry ; Sczesny and Kuhnen, 2004; Wigboldus .
FIGURE 1.Rapid cycle prototyping for game development in Fair Play.
FIGURE 2.Jamal experiencing an environmental racial microaggression in the final version of Fair Play.
Bias concepts, definitions, and location in Fair Playa
| Bias construct | Definition | In-game examples | References |
|---|---|---|---|
| Attributional rationalization | Group stereotypes may lead to assumptions that people from underrepresented groups are less competent than their majority peers. As a result, they may not receive credit for their accomplishments, which are often incorrectly attributed to those in the majority or to factors other than their efforts (e.g., luck). | Chapter 3: Environmental bias
| |
| Color-blind racial attitudes | Color-blind racial attitudes reflect the belief that discrimination no longer exists. Though based on the positive premise that we should all be treated equally, a color-blind approach discounts the experiences of members of minority groups and can backfire by promoting bias. | Chapter 2: Critical bias
|
|
| Competency proving | To counter common assumptions about their presumed incompetence, members of minority groups frequently and repeatedly have to demonstrate that they are indeed qualified, capable, and/or competent. | Chapter 1: Critical bias
| |
| Failure to differentiate | Members of a particular minority group may sometimes be mistaken for one another by a person of a different group. All groups share this unintentional recognition bias, but research suggests the effect is most pronounced for white individuals when viewing racial and ethnic minorities. | Chapter 1: Conversational bias
| |
| Impression management | People from historically low-status or underrepresented groups must often pay more conscious attention to how they behave (e.g., a Black student may consciously modulate his/her tone of voice or volume of speech to prevent activating the racial stereotype of being angry or aggressive) or how they dress in order to reinforce their professional roles. A casual appearance may elicit prevailing negative images of their group. | Chapter 5: Environmental bias
| |
| Racial microaggression | Microaggressions are brief and subtle comments, behaviors, or environmental cues that intentionally or unintentionally communicate hostile, derogatory, or unwelcoming messages toward members of underrepresented groups. When accumulated, these seemingly minor messages lead to harmful isolation and alienation. There are three types of microaggressions: microassaults, microinsults, and microinvalidations. | Chapter 2: Environmental bias
| |
| Shifting standards of judgment | The presumed incompetence of members of underrepresented groups causes well-qualified, underrepresented individuals to be judged as highly competent when compared with members of their group. But, they are held to even higher standards and require greater proof of competence than comparable members of the majority group. | Chapter 1: Critical bias
| |
| Status leveling | Based on stereotypes about the lower social standing of minority groups, status leveling occurs when a person from an underrepresented group is assumed to belong to a lower social category or position. | Chapter 1: Critical bias
| |
| Stereotype threat | Stereotype threat occurs when awareness of negative stereotypes about one’s own group induces stress and anxiety about confirming the stereotype. Situations that consciously or unconsciously trigger stereotype threat can lead members of minority groups to underperform relative to their actual ability. | Chapter 5: Conversational bias
| |
| Tokenism | Tokenism is treating members of minority groups as representative of their entire group rather than as individuals, especially when they are a numeric minority or the only person from that group present (solo status). | Chapter 1: Critical bias
|
aThere are three types of biases: critical, environmental, and conversational. Critical: biases on the “critical path,” which means a player will always encounter them on the first play-through of the game; all other biases are optional and may not be experienced by every player. Critical biases are typically conversational biases, which occur through conversations with other characters in the game. Environmental: biases present in the environment through interacting with objects in the world or observing ambient conversations between NPCs. Conversational: biases that occur through conversations with other characters in the game. Not every conversation in the game contains a bias nor is every conversational bias also a critical bias.
FIGURE 3.Example of a bias concept (i.e., competency proving) and its definition from the bias almanac in the final version of Fair Play.
FIGURE 4.Flow diagram for data collection in at the TWD conference in 2013.
Quantitative survey responses for participants at the NIH TWD program directors’ meeting for fiscal year 2013 by race/ethnicity, gender, and agreement
| Race | Gender | Easy to take Jamal’s perspective | Understood how Jamal must have felt in bias incidents | Playing was enjoyable | Occasionally felt uncomfortable while playing | Game accurately portrayed racial bias | Bias in game happens to African Americans in academia | Game is an effective way to teach about bias | Would play this game again in the future | Would recommend a colleague to play game | Could see a use for this game in professional setting or work | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Agree? | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | Yes | No | |
| White | Female ( | 15 (88%) | 2 (12%) | 10 (59%) | 7 (41%) | 8 (47%) | 9 (53%) | 7 (41%) | 10 (59%) | 14 (82%) | 3 (18%) | 15 (88%) | 2 (12%) | 13 (76%) | 4 (24%) | 11 (65%) | 6 (35%) | 14 (82%) | 3 (18%) | 15 (88%) | 1 (6%) |
| Male ( | 3 (100%) | 0 (0%) | 2 (67%) | 1 (33%) | 1 (33%) | 2 (67%) | 1 (33%) | 2 (67%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 1 (33%) | 2 (67%) | 1 (33%) | 2 (67%) | 2 (67%) | 1 (33%) | 2 (67%) | 1 (33%) | |
| African American | Female ( | 6 (75%) | 2 (25%) | 7 (86%) | 1 (13%) | 6 (75%) | 2 (25%) | 1 (13%) | 7 (86%) | 7 (86%) | 1 (13%) | 7 (86%) | 1 (13%) | 7 (86%) | 1 (13%) | 7 (86%) | 1 (13%) | 7 (86%) | 0 (0%) | 8 (100%) | 0 (0%) |
| Male ( | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 2 (67%) | 1 (33%) | 0 (0%) | 3 (100%) | 2 (67%) | 1 (33%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | |
| Asian | Female ( | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 0 (0%) | 2 (67%) | 1 (33%) | 2 (67%) | 3 (100%) | 0 (0%) | 1 (33%) | 2 (67%) | 2 (67%) | 1 (33%) | 3 (100%) | 0 (0%) | 3 (100%) | 0 (0%) | 2 (67%) | 1 (33%) |
| Male ( | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 0 (0%) | 2 (100%) | 1 (50%) | 1 (50%) | 0 (0%) | 2 (100%) | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 0 (0%) | 2 (100%) | 0 (0%) | 2 (100%) | 1 (50%) | 1 (50%) | |
| Hispanic/ Latino | Female ( | 2 (50%) | 2 (50%) | 3 (75%) | 1 (25%) | 3 (75%) | 1 (25%) | 3 (75%) | 1 (25%) | 3 (75%) | 1 (25%) | 3 (75%) | 1 (25%) | 3 (75%) | 1 (25%) | 4 (100%) | 0 (0%) | 4 (100%) | 0 (0%) | 4 (100%) | 0 (0%) |
| Male ( | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 0 (0%) | 2 (100%) | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | 1 (50%) | 1 (50%) | 2 (100%) | 0 (0%) | 2 (100%) | 0 (0%) | |
| Native American/Alaska Native/American Indian | Female ( | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 0 (0%) | 1 (100%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) |
| Male ( | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 0 (0%) | 1 (100%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 0 (0%) | 1 (100%) | |
| Unknown | Female ( | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 0 (0%) | 1 (100%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) | 1 (100%) | 0 (0%) |
| Unknown ( | 1 (50%) | 1 (50%) | 1 (50%) | 1 (50%) | 2 (100%) | 0 (0%) | 0 (0%) | 2 (100%) | 1 (50%) | 1 (50%) | 1 (50%) | 1 (50%) | 1 (50%) | 1 (50%) | 2 (100%) | 0 (0%) | 1 (50%) | 1 (50%) | 1 (50%) | 1 (50%) | |
| Total | Female ( | 28 (82%) | 6 (18%) | 25 (74%) | 9 (26%) | 18 (53%) | 15 (44%) | 12 (35%) | 22 (65%) | 29 (85%) | 5 (15%) | 28 (82%) | 6 (18%) | 26 (76%) | 8 (24%) | 27 (79%) | 7 (21%) | 30 (88%) | 3 (9%) | 31 (91%) | 2 (6%) |
| Male ( | 11 (100%) | 0 (0%) | 10 (91%) | 1 (9%) | 6 (54%) | 5 (45%) | 2 (18%) | 9 (26%) | 8 (73%) | 3 (27%) | 11 (100%) | 0 (0%) | 9 (82%) | 2 (18%) | 6 (55%) | 5 (45%) | 8 (73%) | 3 (27%) | 8 (73%) | 3 (27%) | |
FIGURE 5.Scientific workforce trainers’ (n = 47) responses to survey questions at TWD.