7-11 grades

Videogames and virtual worlds: create your Avatar against Gender stereotypes

It takes the challenge of gender representations into virtual worlds. Students reflect on the management of identity between real and virtual, then experience the creation of avatars for fairer and more respectful representation and assessment (self, peer). Students will reflect on the use of avatars as an expression of the self. They will also focus on the social motivations of videogaming (competitiveness, need for sociality, positive/negative body image of the self, etc..)