gaming

Meet Workforce Development’s Secret Ingredient: The Avatar

The sooner that kids can "see themselves" in manufacturing and cyber careers, the sooner we can close the workforce skills gap.

Do you know one reason so many jobs continue to go unfilled? Kids can’t “see” themselves working in them. They don’t know what opportunities exist, as we discuss here, and even when they do, certain careers might feel unachievable, unreachable. When a student can insert a representation of themselves into environments that exemplify industries like cybersecurity or the life sciences, they understand that they can have a place there.

Serita Acker, an internationally recognized creator of academic programs to increase underrepresented students in the STEM fields believes it is imperative that we meet our youth where they are when it comes to career awareness, specifically in minority populations. “Where do our youth spend most of their time? Snapchat, TikTok, YouTube, video games, anywhere their phone goes. However, do our youth realize that computer scientists develop the software for these platforms and that computer engineers create and design the electronics that they enjoy so much?” The overall lack of STEM role models of color in media and entertainment is in part to blame, according to Acker. “The last time I watched a movie or TV show about a person of color who was a scientist, engineer, or mathematician was ‘Hidden Figures’ and that came out in 2016. Students need to see people who look like them portrayed in these fields.”

Enter the Avatar

The Proteus Effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar. This change is due to the individual’s knowledge about the behaviors typically associated with those characteristics. Like the adjective protean (meaning versatile or mutable), the concept’s name is an allusion to the shape-changing abilities of the Greek god Proteus. The Proteus effect was first introduced by researchers Nick Yee and Jeremy Bailens at Stanford University in June 2007, as an examination of the behavioral effects of changing a user’s embodied avatar.

In another study conducted this year, researchers “consistently found … high degrees of congruence between the respective characteristics of the avatar, the actual self, and the ideal self.” Similarly, a 2019 study found that “people balancing the motives of self-verification and self-enhancement design their avatars to be similar to their real selves.” The fact that digital avatars most often reflect the user is critical knowledge for gamified technology designed to connect kids to careers and pathways—provided with the chance to present themselves how they wish, players take on an active role and self-realize in the game, especially within a safe environment void of biases or judgment.

This agency and expression is especially important for young players in minority groups who are often underrepresented in the workforce. Kids learn by watching and mimicking, so if they never see anyone who looks like them in a particular field, the possibility of that future is not easily imagined. Equipped with a DEI-minded avatar creator like in Cyber Watchdog or Rad Lab, though, students have the ability to visualize themselves in career environments, which puts them one step closer to attaining success and narrowing the skills gap.

When you play video games, do you customize your avatar to look like you, or someone different?

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