Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

A Seat at the Table: Black Feminist Thought as a Critical Framework for Inclusive Game Design

Published: 15 October 2020 Publication History

Abstract

Game-based second language (L2) learning represents an ideal alternative to foreign language classroom instruction. However, despite a diverse player demographic, the design of L2 games is often not informed by players representative of marginalized populations, especially women of color (i.e., Black women). Such oversight in the design process contributes to games that perpetuate gendered and racist stereotypes, and therefore, are less appealing to women of color. In response this dilemma, we utilize Black Feminist Thought (BFT) as a critical framework to engage Black women, a marginalized and understudied population within the gaming subculture, and more broadly, the Computer Supported Cooperative Work (CSCW) community in game design. Twenty-five Black women take on multiple roles as game designers, foreign language instructor, and informants who represent both producers and consumers throughout the conceptualization phase of a L2 mobile game prototype. Applying BFT principles, we leverage Black women\textquotesingle s lived intersectional experiences to transform the traditional game design process into a more inclusive design experience for Black women. In the context of games that support L2 learning, our findings reveal that Black women appreciate games that: 1. provide authentic cultural experiences; 2. feature intersectional game characters that reflect real life experiences; 3. accurately portray the diversity of Black women's bodies; and 4. provide opportunities for players to customize game assets. As a disruptor to traditional game design, BFT makes salient oppressive design practices within the gaming culture that also extend to the larger CSCW community, signifying the need to embrace more inclusive design practices that benefit Black women and other marginalized populations.

References

[1]
2015. Women, Minorities, and Persons with Disabilities in Science and Engineering: 2015 Special Report NSF 15--311. http://www.nsf.gov/statistics/wmpd/
[2]
Michael Ahmadi, Rebecca Eilert, Anne Weibert, Volker Wulf, and Nicola Marsden. 2020. Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI '20). Association for Computing Machinery, New York, NY, USA, 1--15. https://doi.org/10.1145/3313831.3376716
[3]
Shaowen Bardzell. 2010. Feminist HCI: taking stock and outlining an agenda for design. In In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). 1301--1310. https://doi.org/10.1145/1753326.1753521
[4]
Shaowen Bardzell and Jeffrey Bardzell. 2011. Towards a Feminist HCI Methodology: Social Science, Feminism, and HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). Association for Computing Machinery, New York, NY, USA, 675--684. https://doi.org/10.1145/1978942.1979041
[5]
Shaowen Bardzell, Elizabeth Churchill, Jeffrey Bardzell, Jodi Forlizzi, Rebecca Grinter, and Deborah Tatar. 2011. Feminism and Interaction Design. In CHI '11 Extended Abstracts on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI EA '11). Association for Computing Machinery, New York, NY, USA, 1--4. https://doi.org/10.1145/ 1979742.1979587
[6]
Shaowen Bardzell, Jeffrey Bardzell Jeffrey, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical design and critical theory: the challenge of designing for provocation. In In Proceedings of the Designing Interactive Systems Conference (DIS '12). 288--297. https://doi.org/10.1145/2317956.2318001
[7]
Simone De Beauvoir. 1949. Editions Gallimard.
[8]
Derrick A. Bell. 1992. Faces at the bottom of the well: The permanence of racism. New York: Basic Books.
[9]
bell hooks. 1984. Feminist Theory: From margin to center. Taylor Francis.
[10]
bell hooks. 1989. Talking Back. South End Press.
[11]
André Brock. 2011. 'When Keeping it Real Goes Wrong': Resident Evil 5, Racial Representation, and Gamers. Games and Culture 6, 5 (2011), 429--452. https://doi.org/10.1177/1555412011402676
[12]
Anna Brown. 2017. Younger men play video games, but so do a diverse group of Americans. Pew Research Center Fact Tank News in the Numbers (2017).
[13]
Devon W. Carbado. 2013. Colorblind Intersectionality. Signs: Journal of Women in Culture and Society 38, 4 (2013), 13--19.
[14]
Shruthi Sai Chivukula and Colin M. Gray. 2020. Bardzell's 'Feminist HCI' Legacy: Analyzing Citational Patterns. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI EA '20). Association for Computing Machinery, New York, NY, USA, 1--8. https://doi.org/10.1145/3334480.3382936
[15]
Jaz H Choi, Rober Comber, and Conor Linehan. 2013. Food for thought: designing for critical reflection on food practices. Interactions 20, 1 (2013), 2--27.
[16]
Judeth O. Choi, Jodi Forlizzi, Michael Christel, Rachel Moeller, MacKenzie Bates, and Jessica Hammer. 2016. Playtesting with a Purpose. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (2016), 254--265.
[17]
The Combahee River Collective. 1977. The Combahee River Collective Statement: Black Feminist Organizing in the Seventies and Eighties.
[18]
Patricia Hill Collins. 2000. Black feminist thought. Routledge.
[19]
Patricia Hill Collins. 2019. Intersectionality as Critical Social Theory. Duke University Press.
[20]
Patricia Hill Collins and Sirma Bilge. 2016. Intersectionality. Polity Press.
[21]
Mia Consalvo. 2012. Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars. Ada: Journal of Gender, New Media, and Technology (2012). https://doi.org/10.7264/N33X84KH
[22]
Kimberle Williams Crenshaw. 1991. Mapping the Margins: Intersectionality, Identity Politics, and Violence Against Women of Color. Stanford Law Review 43, 6 (1991), 1241--99.
[23]
Kimberle W. Crenshaw. 1995. Mapping the Margins: Intersectionality, identity politics, and violence against women of color. In In Critical Race Theory, Kimberle W. Crenshaw, Neil Gotanda, Gary Peller, and Kendall Thomas (Eds.). The New Press, New York, 357--383.
[24]
Lynn Dombrowski. (2017. Socially Just Design and Engendering Social Change. Interactions 24, 4 ((2017), 63--65.
[25]
Lynn Dombrowski, Ellie Harmon, and Sarah Fox. 2016. Social Justice-Oriented Interaction Design: Outlining Key Design Strategies and Commitments. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (Brisbane, QLD, Australia) (DIS '16). Association for Computing Machinery, New York, NY, USA, 656--671. https: //doi.org/10.1145/2901790.2901861
[26]
Allison Druin. 2002. The role of children in the design of new technology. Behaviour and Information Technology (2002). https://doi.org/10.1080/01449290110108659
[27]
Catherine D'Ignazio, Alexis Hope, Becky Michelson, Robyn Churchill, and Ethan Zuckerman. 2016. A Feminist HCI Approach to Designing Postpartum Technologies: 'When I First Saw a Breast Pump I Was Wondering If It Was a Joke'. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI '16). Association for Computing Machinery, New York, NY, USA, 2612--2622. https://doi.org/10.1145/2858036.2858460
[28]
Tisha Lewis Ellison. 2017. Digital participation, agency, choice: An African American youth's digital storytelling about Minecraft. Journal of Adolescent and Adult Literacy 61, 1 (2017), 25--35. https://doi.org/10.1002/jaal.645
[29]
Sheena Erete, Aarti Israni, and Tawanna Dillahunt. 2018. An Intersectional Approach to Designing in the Margins. Interactions 25, 3 (2018), 66--69.
[30]
Ingrid Erickson, Libby Hemphill, Amanda Menking, and Stephanie Steinhardt. 2016. On the production of the spirit of feminism. Interactions 23 (2016).
[31]
Anna Everett and S. Craig Watkins. 335. The Power of Play: The Portrayal and Performance of Race in Video Games. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning (335). https://doi.org/10.1162/dmal.9780262693646.141
[32]
Sarah Fox, Amanda Menking, Stephanie Steinhardt, Anna Lauren Hoffmann, and Shaowen Bardzell. 2017. Imagining Intersectional Futures: Feminist Approaches in CSCW. In Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing (Portland, Oregon, USA) (CSCW '17 Companion). Association for Computing Machinery, New York, NY, USA, 387--393. https://doi.org/10.1145/3022198.3022665
[33]
Tracy Fullerton, Christopher Swain, and S. Hoffman. 2008. Game Design Workshop: A playcentric approach to creating innovative games (2nd edition). Burlington: Morgan Kaufmann Publishers.
[34]
Kishonna L. Gray. 2016. Solidarity is for White Women in Gaming. In Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming.
[35]
Jonathan Grudin. 2003. The West Wing: Fiction can serve Politics. Scandinavian Journal of Information Systems 15, 1 (2003), 73--77.
[36]
Marcelle Haddix, Sherrell A. McArthur, Gholnecsar E. Muhammad, Detra Price-Dennis, and Yolanda Sealey-Ruiz. 2016. At the kitchen table: Black women English educators speaking our truths. English Education 48, 4 (2016), 380--395.
[37]
David Hankerson, Andrea R. Marshall, Jennifer Booker, Houda El Mimouni, Imani Walker, and Jennifer A. Rode. 2016. Does Technology Have Race?. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (San Jose, California, USA) (CHI EA '16). Association for Computing Machinery, New York, NY, USA, 473--486. https://doi.org/10.1145/2851581.2892578
[38]
Donna Haraway. 1988. Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective. Feminist Studies 14, 3 (1988), 575. https://doi.org/10.2307/3178066 arXiv:9809069v1 [arXiv:gr-qc]
[39]
Sandra G. Harding. 2004. The Feminist Standpoint Theory Reader. (2004).
[40]
Christina Harrington, Sheena Erete, and Anne Marie Piper. 2019. Deconstructing Community-Based Collaborative Design: Towards More Equitable Participatory Design Engagements. Proc. ACM Hum.-Comput. Interact. 3, CSCW, Article 216 (Nov. 2019), 25 pages. https://doi.org/10.1145/3359318
[41]
Christina N. Harrington. 2020. The Forgotten Margins: What is Community-Based Participatory Health Design Telling Us? Interactions 27, 3 (April 2020), 24--29. https://doi.org/10.1145/3386381
[42]
Julia Himmelsbach, Stephanie Schwarz, Cornelia Gerdenitsch, Beatrix Wais-Zechmann, Jan Bobeth, and Manfred Tscheligi. 2019. Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in Research. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI '19). Association for Computing Machinery, New York, NY, USA, 1--16. https: //doi.org/10.1145/3290605.3300720
[43]
Alexis Hope, Catherine D'Ignazio, Josephine Hoy, Rebecca Michelson, Jennifer Roberts, Kate Krontiris, and Ethan Zuckerman. 2019. Hackathons as Participatory Design: Iterating Feminist Utopias. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI '19). Association for Computing Machinery, New York, NY, USA, Article 61, 14 pages. https://doi.org/10.1145/3290605.3300291
[44]
Yanick St. Jean and Joe R. Feagin. 1998. Double Burden: Black women and everyday racism. M. E. Sharpe, Inc.
[45]
Stephanie E. Jones-Rogers. 2019. They Were Her Property: White women as slave owners in the American south. Yale University Press.
[46]
Yasmin B KAFAI, Gabriela T RICHARD, and Brendesha M TYNES. 2016. Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming.
[47]
Stephen Krashen. 1987. Principles and Practice in Second Language Acquisition. Prentice International.
[48]
Neha Kumar, Daniel A. Epstein, Catherine D'Ignazio, Amanda Lazar, Andrea Parker, Muge Haseki, and Anupriya Tuli. 2019. Women's Health, Wellbeing, Empowerment. In Conference Companion Publication of the 2019 on Computer Supported CooperativeWork and Social Computing (Austin, TX, USA) (CSCW '19). Association for Computing Machinery, New York, NY, USA, 116--121. https://doi.org/10.1145/3311957.3358606
[49]
Neha Kumar, Naveena Karusala, Azra Ismail, MarisolWong-Villacres, and Aditya Vishwanath. 2019. Engaging Feminist Solidarity for Comparative Research, Design, and Practice. Proc. ACM Hum.-Comput. Interact. 3, CSCW, Article 167 (Nov. 2019), 24 pages. https://doi.org/10.1145/3359269
[50]
David Leonard. 2006. Not a hater, just keepin'it real: The importance of race-and gender-based game studies. Games and Culture 1, 1 (2006), 83--88. https://doi.org/10.1177/1555412005281910
[51]
David Leonard. 2009. Young, Black (& Brown) and don't give a fuck: Virtual gangstas in the era of state violence. Cultural Studies - Critical Methodologies (2009). https://doi.org/10.1177/1532708608325938
[52]
David J. Leonard. 2005. Not a Hater, Just Keepin' It Real. Games and Culture (2005). https://doi.org/10.1177/1555412005281910
[53]
Audre Lorde. 1984. Sister Outsider : Essays and Speeches. Crossing Press, Trumansburg, NY.
[54]
Jennifer Malkowski and Treaandrea M. Russworm. 2017. Gaming Representation: Race, gender and sexuality in video games. Indiana University Press.
[55]
Janice M. Morse. 2008. Confusing Categories and Themes. Qualitative Health Research 18, 6 (2008), 727--728. https://doi.org/10.1177/1049732308314930
[56]
Michael J. Muller, Daniel M. Wildman, and Ellen A. White. [n.d.]. "Equal Opportunity:" PD Using PICTIVE. Communications of the ACM - Special issue Participatory Design 36, 6 ([n. d.]), 64--66.
[57]
Pauli Murray. 1970. The Liberation of Black Women., 87--102 pages.
[58]
Soraya Murray. 2017. The Rubble and the Ruin: race, gender and sites of inglorious conflict in spec ops: the line. In Gaming Representation: Race, gender and sexuality in video games, Jennifer Malkowski and Treaandrea M. Russworm (ed.) (2017), 147--163.
[59]
Lisa Nakamura. 2016. Putting Our Hearts Into It. In In Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming, Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes (Eds.). ETC Press, Pittsburgh, PA, 35--47.
[60]
Manasee Narvilkar, Josiah Mangiameli, Adriana Alvarado Garcia, Azra Ismail, Daniel Schiff, Danielle Schechter, Jordan Chen, Karthik Bhat, Marisol Wong-Villacres, Anusha Vasudeva, Aparna Ramesh, Michaelanne Dye, Naveena Karusala, Pragati Singh, Savanthi Murthy, Shubhangi Gupta, Udaya Lakshmi, and Neha Kumar. 2019. Bringing Shades of Feminism To Human-Centered Computing. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI EA '19). Association for Computing Machinery, New York, NY, USA, 1--12. https://doi.org/10.1145/3290607.3310419
[61]
Ihudiya Finda Ogbonnaya-Ogburu, Angela D.R. Smith, Alexandra To, and Kentaro Toyama. 2020. Critical Race Theory for HCI. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI '20). Association for Computing Machinery, New York, NY, USA, 1--16. https://doi.org/10.1145/3313831.3376392
[62]
Cale J. Passmore, Max V. Birk, and Regan L. Mandryk. 2018. The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming. Proc. of CHI (2018). https://doi.org/10.1145/3173574.3173957
[63]
Cale J. Passmore and Regan L. Mandryk. 2018. An About Face: diverse representation in games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI Play '18), 365--380.
[64]
Cale J. Passmore, Rowan Yates, Max V. Birk, and Regan L. Mandryk. 2017. Racial Diversity in Indie Games:Patterns, Challenges, and Opportunities. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI Play '17), 137--151.
[65]
Patricia Hill Collins. 1986. Learning from the Outsider Within. https://doi.org/10.2307/800672
[66]
L. Perna, V. Lundy-Wagner, N. D. Drezner, M. Gasman, S. Yoon, E. Bose, and S. Gary. 2009. The contribution of HBCUs to the preparation of African American women for STEM careers: A case study. Research in Higher Education 50, 1 (2009), 1--23.
[67]
Yolanda A Rankin. 2016. Diversity by design: female students? perception of a Spanish language learning game. In CHI '16 Extended Abstracts.
[68]
Yolanda A. Rankin and Na--eun Han. 2019. Exploring the Plurality of Black Women's Gameplay Experiences. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19), 383--395.
[69]
Yolanda A. Rankin and Jakita O. Thomas. 2019. Straighten up and Fly Right: Rethinking Intersectionality in HCI Research. Interactions 26, 6 (Oct. 2019), 64--68. https://doi.org/10.1145/3363033
[70]
Gabriela T. Richard. 2016. At the Intersection of Play: Intersecting and Diverging Experiences across Gender, Identity, Race, and Sexuality in Game Culture. In (Eds.) Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming (2016), 71--91.
[71]
Treaandrea M. Russworm. 2017. Dystopian Blackness and the Limits of Racial Empathy in The Walking Dead and The Last of Us. In Gaming Representation: Race, gender and sexuality in video games, Jennifer Malkowski and Treaandrea M. Russworm (ed.) (2017), 109--128.
[72]
Johnny Saldana. 2016. The Coding Manual for Qualitative Researchers. Sage Publications.
[73]
Michael Scaife, Yvonne Rogers, Frances Aldrich, and Matt Davies. 1997. Designing for or designing with? Informant design for interactive learning environments. In Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '97. https://doi.org/10.1145/258549.258789
[74]
Jesse Schell. 2015. The Art of Game Design: A Book of Lenses. CRC Press.
[75]
Ari W. Schlesinger, Keith Edwards, and Rebecca E. Grinter. 2017. Intersectional HCI: engaging identity through gender, race, and class. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 5412--5427. https://doi.org/10.1145/3025453.3025766
[76]
Kimberly A. Scott and Steve Elliott. 2020. STEM Diversity and Inclusion Efforts for Women of Color: A critique of the new labor system. International Journal of Gender, Science and Technology 11, 3 (2020), 375--382.
[77]
Kimberly A. Scott, Kimberly M. Sheridan, and Kevin Clark. 2015. Culturally responsive computing: a theory revisited. Learning, Media and Technology 40, 4 (2015), 412--436. https://doi.org/10.1080/17439884.2014.924966 arXiv:https://doi.org/10.1080/17439884.2014.924966
[78]
Orit Shaer, Lauren Westendorf, Nicolas A. Knouf, and Lauren Pederson. 2017. Understanding Gaming Perceptions and Experiences in a Women's College Community. Proceedings of SIGCHI Conference on Human factors in computing systems (2017).
[79]
Adrienne Shaw. 2012. Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media Society 14, 1 (2012), 28--44. https://doi.org/10.1177/1461444811410394
[80]
Adrienne Shaw. 2013. On not becoming gamers: Moving beyond the constructed audience. Ada: A Journal of Gender, New Media, and Technology 2 (2013). https://doi.org/10.7264/N33N21B3
[81]
Sinem Siyahhan and Elisabeth Gee. 2016. Understanding gaming and gender within the everyday lives of Mexican- American family homes. In Diversifying Barbie and Mortal Kombat: Intersectional perspectives and inclusive designs in gaming, Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes (Eds.). ETC Press, Pittsburgh, PA, 92--104.
[82]
Thomas Smyth and Jill Dimond. 2014. Anti-Oppressive Design. Interactions 21, 6 (Oct. 2014), 68--71. https://doi.org/ 10.1145/2668969
[83]
Stephanie B. Steinhardt, Amanda Menking, Ingrid Erickson, Andrea Marshall, Asta Zelenkauskaite, and Jennifer Rode. 2015. Feminism and Feminist Approaches in Social Computing. In Proceedings of the 18th ACM Conference Companion on Computer Supported Cooperative Work Social Computing (Vancouver, BC, Canada) (CSCW'15 Companion). Association for Computing Machinery, New York, NY, USA, 303--308. https://doi.org/10.1145/2685553.2685561
[84]
Jakita O. Thomas, Nicole Joseph, Arian Williams, Chantrel Crum, and Jamika Burge. 2018. Speaking Truth to Power: Exploring the Intersectional Experiences of Black Women in Computing. (2018). https://doi.org/10.1109/RESPECT. 2018.8491718
[85]
Jakita O. Thomas, Nicole Joseph, Arian Williams, Chanrtel Crum, and Jamika Burge. 2018. Speaking Truth to Power: Exploring the Intersectional Experiences of Black Women in Computing. In 2018 Research on Equity and Sustained Participation in Engineering, Computing, and Technology, RESPECT 2018 - Conference Proceedings. https: //doi.org/10.1109/RESPECT.2018.8491718
[86]
Jakita O. Thomas, Yolanda Rankin, Rachelle Minor, and Li Sun. 2017. Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change. Computer Supported CooperativeWork: CSCW: An International Journal (2017). https://doi.org/10.1007/s10606- 017--9292-y
[87]
Anupriya Tuli, Shruti Dalvi, Neha Kumar, and Pushpendra Singh. 2019. 'It's a Girl Thing': Examining Challenges and Opportunities around Menstrual Health Education in India. ACM Trans. Comput.-Hum. Interact. 26, 5, Article 29 (July 2019), 24 pages. https://doi.org/10.1145/3325282
[88]
Stuart Zweben and Betsy Bizot. 2019. 2018 CRA Taulbee Survey. 31, 5 (2019), 3--74.

Cited By

View all
  • (2024)What's in a Social Computing Course: Analyzing Computer and Information Science SyllabiProceedings of the 6th Annual Symposium on HCI Education10.1145/3658619.3658623(1-8)Online publication date: 5-Jun-2024
  • (2024)Black to the Future - The Power of Designing Afrofuturist Technology with Black Women, Femmes, and Non-Binary PeopleProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661605(2156-2172)Online publication date: 1-Jul-2024
  • (2024)"For Us By Us": Intentionally Designing Technology for Lived Black ExperiencesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661535(3210-3224)Online publication date: 1-Jul-2024
  • Show More Cited By

Index Terms

  1. A Seat at the Table: Black Feminist Thought as a Critical Framework for Inclusive Game Design

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image Proceedings of the ACM on Human-Computer Interaction
    Proceedings of the ACM on Human-Computer Interaction  Volume 4, Issue CSCW2
    CSCW
    October 2020
    2310 pages
    EISSN:2573-0142
    DOI:10.1145/3430143
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 October 2020
    Published in PACMHCI Volume 4, Issue CSCW2

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. black feminist thought
    2. black women
    3. game design

    Qualifiers

    • Research-article

    Funding Sources

    • National Science Foundation United States

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)189
    • Downloads (Last 6 weeks)18
    Reflects downloads up to 12 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)What's in a Social Computing Course: Analyzing Computer and Information Science SyllabiProceedings of the 6th Annual Symposium on HCI Education10.1145/3658619.3658623(1-8)Online publication date: 5-Jun-2024
    • (2024)Black to the Future - The Power of Designing Afrofuturist Technology with Black Women, Femmes, and Non-Binary PeopleProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661605(2156-2172)Online publication date: 1-Jul-2024
    • (2024)"For Us By Us": Intentionally Designing Technology for Lived Black ExperiencesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661535(3210-3224)Online publication date: 1-Jul-2024
    • (2024)CONTENTR: An Experiential Game for Teaching Value Tradeoffs in Social Media GovernanceProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 110.1145/3626252.3630814(722-728)Online publication date: 7-Mar-2024
    • (2024)Towards Lenses for Reviewing Playfulness in HCIExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650888(1-8)Online publication date: 11-May-2024
    • (2024)"We happen to be different and different is not bad": Designing for Intersectional Fat-Positive Information-SeekingProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642599(1-17)Online publication date: 11-May-2024
    • (2024)A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in ChinaProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642306(1-15)Online publication date: 11-May-2024
    • (2024)Equity and Embeddedness: A Dominant Theme for Contemporary Gaming Research2024 IEEE Gaming, Entertainment, and Media Conference (GEM)10.1109/GEM61861.2024.10585536(1-5)Online publication date: 5-Jun-2024
    • (2024)Game attributes and their relation to the values considered relevant for womenDigital Creativity10.1080/14626268.2024.2385304(1-26)Online publication date: 4-Aug-2024
    • (2023)Flourishing in the Everyday: Moving Beyond Damage-Centered Design in HCI for BIPOC CommunitiesProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596057(917-933)Online publication date: 10-Jul-2023
    • Show More Cited By

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media