Three Shadowed Dimensions of Feminine Presence in Video Games

نویسندگان

  • Cosima Rughinis
  • Razvan Rughinis
  • Elisabeta Toma
چکیده

Representations of femininity in video games and other media are often discussed with reference to the most popular games, their protagonists and their sexist predicament. This framing leaves in shadow other dimensions. We aim to identify some of them and to open a broader horizon for examining and designing femininity and gender in games. To this end we look into games with creative portrayals of feminine characters, diverging from the action-woman trope: The Walking Dead, The Path, and 80 Days. We talk in dialogue with scholars, but also with a digital crowd-critique movement for films and games, loosely centered on instruments such as the Bechdel-Wallace test and the TV Tropes.org wiki. We argue that the central analytical dimension of female character strength should be accompanied by three new axes, in order to examine feminine presence across ages, in the background fictive world created by the game, and in network edges of interaction.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

مقایسۀ تأثیر مداخله‌ای بازیهای ‌ ویدیویی سه بعدی و دو بعدی بر خلاقیت و مهارتهای اجتماعی دانشجویان پسر

In recent years, there has been an increase in the playing of digital games in children, adolescents and adults worldwide. Not only has interest in digital games grown dramatically, but variations in the types of games in different fields have also occurred. An example is the emergence of three- and two-dimensional games. Based on this, the purpose of this study was to investigate the effect of...

متن کامل

Parental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation

Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...

متن کامل

Video games to rehabilitate and improve the cognitive skills of people with cognitive impairment: A special perspective to cognitive health in the elderly

Video games are the most modern and sophisticated form of media in the present, which attracts millions of children and adults worldwide. The various effects of different types of video games on the psychological characteristics of gamers have been studied over the years. The serious effects of these games on cognitive and emotional characteristics such as memory, concentration, visual-motor sk...

متن کامل

The Role of Avatar in Interactive Fictional World of Video Games

In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...

متن کامل

حمایت نظام حقوق مالکیت فکری از حقوق بازی‌باز کنشگردر بازی‌های رایانه‌ای

Nowadays video games are fast becoming one of the most popular media of choice. For more than thirty years now video games are amongst us. At the start being a new form of entertainment for the youth only, in no time it has grown into a medium enjoyed and used for various purposes by consumers of all ages. The global market for video games is still expected to grow substantially in the upcoming...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2016