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. 2017 Summer;16(2):ar27. doi: 10.1187/cbe.15-06-0140

TABLE 1.

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