Abstract
This study examined the relationship between stereotype threat, game modality (augmented reality, virtual reality), and stereotypic beliefs about STEM fields. Results of a 2 [modality] x 2 [stereotype threat] factorial, between-subjects experiment with women participants (N = 64) suggest that gender stereotypes primed before playing the STEM game in AR induced stereotype threat, but induced stereotype reactance in VR. Specifically, for participants who played in AR, the stereotype-reinforcing prompt (compared to a counter-stereotype prompt) was associated with worse STEM-game performance, which mediated an increase in stereotypical beliefs about women in STEM. Conversely, for participants who played in VR, the stereotype-reinforcing prompt was associated with better STEM-game performance and more positive (i.e., counter-stereotypic) beliefs about women in STEM, though without mediation. These findings support the claim that stereotypes triggered in a STEM-gaming context have the potential to reinforce stereotypes in STEM fields. Researchers and practitioners should consider the implication that VR is potentially more male-stereotyped than AR, while AR makes stereotyped identity characteristics more accessible than VR.
| Original language | English |
|---|---|
| Article number | 636643 |
| Number of pages | 12 |
| Journal | Frontiers in Virtual Reality |
| Volume | 2 |
| DOIs | |
| Publication status | Published - 12 Aug 2021 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 5 Gender Equality
User-Defined Keywords
- augmented and virtual reality
- experiment
- video games
- STEM games
- stereotype threat and reactance
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