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Previous research largely supports the notion that mediated contact and engagement with minority characters can improve viewers’ real-life minority attitudes. However, it is unclear to what extent different forms of media engagement such as parasocial friendship and wishful identification are linked to attitudes, and whether deep-level similarities affect engagement with minority characters. Deep-level similarities refer to viewers’ perception of shared personality traits, attitudes, and social experiences with characters. In a cross-sectional survey, we examine (1) to what extent parasocial friendship and wishful identification with an LGBTQ character are each associated with viewers’ prejudicial attitudes toward the LGBTQ community, and (2) to what extent perceived deep-level similarities of an LGBTQ character are related to viewers’ parasocial friendship and wishful identification felt for the LGBTQ character. Based on a structural equation model using a sample of U.S. residents (n = 247), it may be concluded that the deep-level similarities of LGBTQ characters have both direct and indirect associations with LGTBQ prejudice, mediated by wishful identification.
MULTIFILE
The Kenyan supreme court recently struck down a government decision to ban the registration of an LGBTIQ+ community rights organisation, sparking new homophobic rhetoric in the country. Kenya is one of 32 African countries that criminalises homosexuality. Those who identify as part of the LGBTIQ+ community are often discriminated against, harassed and assaulted. Lise Woensdregt and Naomi van Stapele, who have researched queer experiences in Kenya for nine years, explain the impact of this ruling.
Visual research has historically been productive in foregrounding marginalised voices through photovoice as alternative to the written and oral forms of participation that dominate public participation. Photovoice projects have however been slow to leverage digital and spatial technologies for reworking the method in ways that enable geospatial analysis and collect structured metadata that can be used in workshops to bring different groups together around unpacking urban problems. The Urban Belonging project contributes to this by testing a new application, UB App, in an empirical study of how participants from seven marginalised communities in Copenhagen experience the city, including ethnic minorities, deaf, homeless, physically disabled, mentally vulnerable, LGBTQ+, and expats in Denmark. From a dataset of 1459 geolocated photos, co-interpreted by participants, the project first unpacks community-specific patterns in how the city creates experiences of belonging for different groups. Second, it examines how participants experience places differently, producing multilayered representations of conflicting viewpoints on belonging. The project hereby brings GIS and digital methods capabilities into photovoice and opens new epistemological flexibilities in the method, making it possible to move between; qualitative and quantitative analysis; bottom-up and top-down lenses on data; and demographic and post-demographic ways or organising participation.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.