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This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed. <\/jats:p>","DOI":"10.1177\/1461444809105354","type":"journal-article","created":{"date-parts":[[2009,7,21]],"date-time":"2009-07-21T16:13:20Z","timestamp":1248192800000},"page":"815-834","source":"Crossref","is-referenced-by-count":341,"title":["The virtual census: representations of gender, race and age in video games"],"prefix":"10.1177","volume":"11","author":[{"given":"Dmitri","family":"Williams","sequence":"first","affiliation":[{"name":"University of Southern California, USA, dcwilliausc.edu"}]},{"given":"Nicole","family":"Martins","sequence":"additional","affiliation":[{"name":"Indiana University, USA"}]},{"given":"Mia","family":"Consalvo","sequence":"additional","affiliation":[{"name":"Ohio University, USA"}]},{"given":"James D.","family":"Ivory","sequence":"additional","affiliation":[{"name":"Virginia Polytechnic Institute and State University, USA"}]}],"member":"179","published-online":{"date-parts":[[2009,7,21]]},"reference":[{"key":"atypb1","unstructured":"Bandura, A. 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