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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Beyond appearances: A serious game to challenge gender stereotypes in STEM⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Paulesu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teresa Di Bella</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Buccoliero</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rossana Actis Grosso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Independent Researcher</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <fpage>6</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Despite increasing cultural awareness of gender equality in STEM, implicit biases such as the Gender-Science Stereotype (GSS) continue to influence perceptions of competence. This study investigated the role of gendered appearance cues in modulating academic competence judgments. Two experiments assessed how features such as hair color, hair length, make-up, beard, and glasses afected the perceived likelihood that male and female faces authored either a scientific abstract or a literary plot. In Experiment 1, while no overt GSS emerged for female targets, competence ratings significantly decreased when women displayed heavy make-up or blonde hair, particularly in association with science authorship. Glasses consistently increased perceived competence. Experiment 2 revealed a clear GSS for male targets, with male faces rated as more likely to author scientific texts, especially when paired with a full beard and dark hair. Notably, blonde hair lowered competence ratings for men as well, extending the “dumb blonde” stereotype beyond its traditional female target. Building on these ifndings, a serious role-playing videogame was designed to challenge appearance-based stereotypes, assigning highly competent scientific roles to characters with stereotypical feminizing traits. This interactive approach ofers a promising tool for promoting stereotype awareness and reducing implicit biases in STEM contexts.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;gender-science stereotype</kwd>
        <kwd>serious game</kwd>
        <kwd>STEM</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        To this day, Science, Technology, Engineering and Mathematics (STEM) fields are still largely represented
(65% worldwide) by the male population [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], with women comprising only the remaining 35%. This
unbalance in representation is sustained by the so-called Gender Science Stereotype (GSS) according to
which men are more competent than women in STEM fields while women, conversely, are more versed
in arts and humanities[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. While meta-analytic evidence suggests a progressive weakening of explicit
gender-competence stereotypes in Western societies [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], implicit biases may continue to manifest under
specific situational or perceptual conditions [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Theoretical models of social perception emphasize the role of automatic, stimulus-driven impressions
formed from visible facial cues, which activate deeply rooted social stereotypes, often outside of
conscious awareness [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][7]. Physical characteristics linked to gender expression—such as cosmetics
use and facial hair—have been shown to modulate perceived competence and agency. For instance,
Workman and Johnson [8]demonstrated that heavy make-up enhances perceived femininity, while
Dixson and colleagues [9] reported that facial hair increases perceived masculinity and dominance in
male faces. These appearance cues could modulate the activation of GSS by amplifying stereotypical
associations between competence and masculine traits.
      </p>
      <p>Moreover, studies long addressed the “dumb blonde” stereotype, a well-documented bias according to
which blonde-haired women are perceived as less intelligent and more naïve than women with darker
hair [10]. Prior work on person perception has also shown that wearing glasses enhances perceived
intelligence and trustworthiness [11], potentially counteracting negative efects of other feminizing
features.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical background</title>
      <p>A recent study [12], capitalizing on the aforementioned biases, was aimed at exploring the possible
interaction of gendered appearance cues (i.e. hair colour, hair length, make-up for women and beard
for men) as well as competence-related features (i.e. glasses) in influencing the perception of academic
competence in men and women. The study employed two experiments manipulating photographs (see
Figures 1 and 2 for an example of the stimuli employed) of female (Experiment 1) and male (Experiment
2) faces by varying Hair Colour (three levels: Black, Brown, Blonde), Hair Length (two levels: Long,
Short), Glasses (two levels: Absent. Present), and either Make-up (for women; Three levels: None, Light,
Heavy) or beard (for men; Three levels: Shaved, Stubble, Full). Participants rated the likelihood that
each depicted person authored either a scientific abstract or a novel’s plot.</p>
      <p>
        In experiment 1, no main efect of Genre emerged, suggesting a possible confirmation of the
metaanalytic study by Eagly and colleagues [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. which focused on female targets, results showed that
feminine appearance cues, particularly heavy make-up and blonde hair, negatively influenced perceived
academic competence. However, the presence of glasses consistently improved perceived competence,
acting as a counterbalance to the negative impact of feminizing traits. Notably, there was no overall bias
in associating women more with literature than science, suggesting a potential shift in gender-science
stereotypes at an explicit level, although implicit biases remained active.
      </p>
      <p>In experiment 2, which focused on male targets, a clearer stereotype emerged. Male faces were
more strongly associated with science authorship, particularly when accompanied by stereotypical
masculine features such as full beards and darker hair. Glasses again had a consistently positive efect
on perceived competence. Interestingly, blonde hair was linked to lower competence ratings for men as
well, indicating that certain appearance-based biases—like the ”dumb blonde” stereotype—may not be
entirely gender-specific.</p>
      <p>Building on these findings and highlighting some of the traits of a “typical” scholar, we aimed to
present counter-stereotypical representations of them through a serious game, to move the first steps
of disrupting the association between looks and competences.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Serious Game</title>
      <p>Based on the theoretical framework presented in the previous section, here the initial design of a serious
game that faces the topic of GSS will be presented. The game is being developed in Python, using the
free open source platform Pygame. The development is currently in its first stages, and this phase
focuses on the development and testing of its core components: characters, narrative, mechanics and
user interfaces (UI). The final product will be a roleplaying game (RPG) in which the player controls
diferent characters, each one with diferent skills, personalities and tasks. This game aims at engaging
players in a narrative that challenges these implicit stereotypes. By making the player control diverse
avatars whose appearances do not align with traditional stereotypes, the game encourages critical
thinking. In this way, the game aims at promoting awareness of stereotyping in players.</p>
      <sec id="sec-3-1">
        <title>3.1. Videogame and narrative framing</title>
        <p>The development of this game focused on ensuring that the gameplay and the dynamics efectively
reflected the core concept of subverting stereotypes through the characters’ roles. This required a
careful consideration and choice of the game genre and of the quest design. In choosing the game genre,
RPG seemed the most suitable for this purpose for several reasons. First of all, RPGs allow to develop
and impersonate varied character roles. Secondly, the narrative background of RPGs makes it possible
to introduce and explore the characters’ personalities and appearances, which, in this case, is really
useful for setting up the initial stereotypes that the gameplay will challenge. In this way, the player
can have a direct connection with the character and the narrative that highlights the subversion of
expectations. Finally, progression in the game is designed specifically to emphasize the importance
of each character’s unique skills and contributions, giving further importance to every individual’s
abilities despite their physical appearance. In this way, the characters’ tasks are aligned with their
professional roles, not their appearance, systematically subverting expected stereotypes.</p>
        <p>Character</p>
        <p>Portrait Sprite</p>
        <p>Occupation</p>
        <p>Personality</p>
        <p>Underlying abilities
Elena
Alex
Marco
Sofia
Luca
Luisa</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Visual and character design</title>
        <p>The game characters were conceptualized starting from the results of the aforementioned study [12],
where features such as hair color, make-up, beard and glasses were manipulated to assess their influence
on perceived competence and gender expression. Each character has two arts: a traditional drawing
that shows up during dialogues (portrait) and their pixel-art version (sprite). They were drawn in a
cartoon-like style using Adobe Photoshop with the aim of exaggerating their stereotypical features; each
character design includes second-order features that are opposed to their narrative role. Characters’
portrait, sprites, occupation and personality are exemplified in Table 1.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Narrative</title>
        <p>When the player first starts the game, a narrated prologue introduces the background of the story,
presenting all the six characters: the scientists (Elena and Alex), the IT technician (Marco), the secretary
(Sofia), the security guard (Luisa) and the Janitor (Luca). After the prologue, the player can choose
which character they want to play first, but will eventually play all of them throughout the game.
Indeed, every character’s contribution is crucial to complete the game quests, which are designed
according to the characters’ role (e.g. scientist) and not to their stereotypical appearance. The goal of
the game is to find out the cause of a mysterious explosion in the laboratory, by exploring, collecting
cues and reconstructing events. Each character, with their own characteristics, contributes diferently,
using their skills and knowledge. For instance, Elena the scientist, despite her heavy make-up and
her long blonde hair (according to the theoretical framework presented in Chapter 1) is the head of
the scientific lab and needs to perform crucial scientific puzzles. On the other hand, Luca the janitor,
though “intelligent-looking”, needs to perform practical tasks such as moving objects around a room.
These tasks and the narrative settings, all contribute to subverting the stereotypes associated with the
physical look and personality of the characters, by creating scenarios and behaviors that will foster
critical thinking in the players who will learn to avoid the automatic associations between aesthetic
features and intellectual qualities.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Game mechanics</title>
        <p>This game contains classic RPG dynamics. (1) Environmental exploration: after choosing an initial
character (Figure 3), the player can freely move around the maps, interacting with objects and other
characters. This immerses the player in the laboratory setting, making the story more engaging.
Interacting with objects reveals crucial clues for the plot, in this way, the player needs to focus and
observe every element carefully. Giving the player this freedom to explore and choose whom to interact
with makes the discovery process active and engaging.
(2) Puzzle and minigames: each quest involves puzzles and minigames inherent to the characters’ job,
for example, the scientists have quests related to data analysis, laboratory equipment, etc. This is a
fundamental mechanic for subverting stereotypes: Elena solving complex scientific problems despite her
“stereotypical blonde” appearance and personality concretely demonstrates her competence. Similarly,
Luca, the “intellectual-looking” janitor solving logistical problems highlights that appearances can
be deceiving. Besides this, puzzle and minigames keep the player engaged and actively involved in
problem-solving and progressing in the gaming, making their journey in getting to know about the
characters’ more memorable than a simple narrative. Aligning these tasks with characters’ professional
roles reinforces the link between their training and experience rather than their look.
(3) Dialogue system: interactions between characters (Figure 6) can be useful to progress and to get to
know their personalities, which are related to the stereotypes. Interacting during exploration ofers
opportunities for dialogues that reveal the true skills and personalities of the characters, going beyond
initial impressions based on their appearance. These dialogues are crucial for presenting the nuances of
each character’s personality, overcoming the stereotypes.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Future Steps</title>
        <p>The development of this serious game is currently in a prototype stage, with core gameplay mechanics,
character design and narrative structure established in their initial stages. The next steps will be crucial
to assess the efectiveness, usability and engagement of the game elements, while redesigning the
prototype based on real user feedback. The core of the next stage will be user testing, essential to
understand how the diferent components of the game are perceived by the audience. Adult testers will
be asked to interact with the prototype by playing through the prologue of the game, evaluating the
quests/minigames, aesthetic elements, clarity of the storyline, accessibility and gameplay mechanics
in general. A crucial element of the evaluation will be the gathering of data related to whether the
characters successfully challenge stereotypical expectations. Parallel to the user testing, further technical
and narrative development will continue.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>The present study, intertwining gendered appearance studies and the development of a serious game,
has the ambitious aim to promote awareness, critical thinking and ofer an educational tool to foster
gender equality in STEM. To achieve this, we started by presenting the results of a recent study that
allowed us to delineate which aesthetical characteristics can activate or enhance GSS, underlining
the importance of strongly gendered features (i.e. make-up and beard) and more perceptual elements
(hair colour and hair length). Stemming from these results, we then designed a serious game which
implemented them into a narrative-driven role play. The video game aims to counteract the
appearancebased expectations, by assigning a highly competent and science-oriented set of skills and personality
to characters designed with stereotypical feminine traits (e.g. heavy make-up and blonde hair) or more
communal on “hands-on” qualities to characters that presents stereotypical intellectual features (e.g.
glasses and full beard). The player is then confronted with their own implicit biases through gameplay
dynamics which include character switching, puzzles, and dialogue interactions that compel them
to engage with and overcome initial prejudices in order to progress. This interactive medium holds
promise as an educational tool for promoting awareness of implicit gender biases in STEM contexts
and an initial step in subverting the media representation of scientists and women at large.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used GPT in order to: Formatting assistance. After
using these tool(s)/service(s), the author(s) reviewed and edited the content as needed and take(s) full
responsibility for the publication’s content.
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[8] J. E. Workman, K. K. Johnson, The role of cosmetics in impression formation, Clothing and Textiles</p>
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    </sec>
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