GAMING REPRESENTATION Race, Gender, and Sexuality in Video Games
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Painting Identity: the Disconnect Between Theories and Practices of Art by the LGBTQ Community
Painting Identity: The Disconnect Between Theories and Practices Of Art by the LGBTQ Community Meg Long Advisor: Sarah Willie-LeBreton May 7,2012 2 Table of Contents Acl(nowledgements ........................................................................... 3 1. Introduction .............................................................................. 4 2. Perspectives on Racial and Sexual Identity in Modem and Contemporary Art .......................................................................................... 10 3. Influence of Self Identity for Contemporary Artists .......................................... 33 4. Discourse Analysis: Art and Sexual Identity ......................................... 55 5. Conclusion .................................................................................76 Worl(s Cited .............................................................................. 84 Appendix A ............................................................................... 86 Appendix B ............................................................................... 87 3 Acknowledgements First and foremost, thank you to my father for his endless support throughout this process; as always in life, I would be lost without him. Likewise, thank you to my mother for her energy and encouragement. I also cannot be appreciative enough of my advisor, Professor Sarah Willie-LeBreton for helping me in more ways than I can enumerate, even when my process was dubious at best. Thank you to the participants who shared their stories -
A Study of •Œgaymers╊ and Digital
University of Rhode Island DigitalCommons@URI Open Access Dissertations 2013 SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS M. William MacKnight University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/oa_diss Recommended Citation MacKnight, M. William, "SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS" (2013). Open Access Dissertations. Paper 135. https://digitalcommons.uri.edu/oa_diss/135 This Dissertation is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Dissertations by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS BY M. WILLIAM MACKNIGHT A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN ENGLISH (RHETORIC AND COMPOSITION) UNIVERSITY OF RHODE ISLAND 2013 DOCTOR OF PHILOSOPHY DISSERTATION OF M. WILLIAM MACKNIGHT APPROVED: Dissertation Committee: Major Professor: Libby Miles Mike Pennell Ian Reyes Nasir Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2013 ABSTRACT This study looks at the tensions surrounding the inclusion and increasing presence of LGBT performances within video games, their surrounding industry and culture, and their related internetworked cyberspaces – an assemblage referred to in this research as the “game-sphere.” By analyzing the rhetorical activity performed within a specific LGBT game cyberspace (the Reddit subforum r/gaymers), this study offers insight into gaming and LGBT culture by answering the following research question: What rhetorical action is performed by LGBT video game players within r/gaymers? Data were collected over a period of two weeks, wherein screen-captures were taken and saved twice a day at 10:00 am and pm. -
Interview Responses from Queer Tomb Raider Fans
Interview responses from queer Tomb Raider fans Template response form sent to consenting parties: Your name or chosen alias (Anonymous is fine too): Country: Age: How you identify: --- 1) How and when did you come to the fandom? (ie. how long have you been a fan?) 2) Why Lara Croft? What do you like/admire about her? What do you think drew you to her? 3) Can you describe Lara Croft's impact on your sexuality? (If not and/or you don't feel she's been an influence, that's fine too). 4) Do you have a Lara preference - Classic or Reboot? Name: Joshua B. Country: USA Age: 22 How you identify: Cisgender gay man --- 1) How and when did you come to the fandom? (ie. how long have you been a fan?) I've only been a fan for about a year! I got into the series in 2014 with Tomb Raider (2013). I later branched out and explored the classic series by Core Design and disliked them, but I was only really inspired/convinced to return to the Core games when my ex-boyfriend brought up a new viewpoint: people play Tomb Raider for puzzles, not for plot. And so I went back and I was hooked! A year later, here I am as a Tomb Raider fanatic. 2) Why Lara Croft? What do you like/admire about her? What do you think drew you to her? I really admired how 2013 Lara grew into this hardened “cool”-type character while still remaining grounded. I was drawn to her and I still think she’s a lovely woman, but classic Lara is my favourite. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Considerations for a Study of a Musical Instrumentality in the Gameplay of Video Games
Playing in 7D: Considerations for a study of a musical instrumentality in the gameplay of video games Pedro Cardoso, Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Porto, Portugal [email protected] / [email protected] Abstract. The intersection between music and video games has been of increased interest in academic and in commercial grounds, with many video games classified as ‘musical’ having been released over the past years. The purpose of this paper is to explore some fundamental concerns regarding the instrumentality of video games, in the sense that the game player plays the game as a musical or sonic instrument, an act in which the game player becomes a musical performer. We define the relationship between the player and the game system (the musical instrument) to be action- based. We then propose that the seven discerned dimensions we found to govern that relationship to also be a source of instrumentality in video games. Something that not only will raise a deeper understanding of musical video games but also on how the actions of the player are actually embed in the generation and performance of music, which, in some cases, can be transposed to other interactive artefacts. In this paper we aim at setting up the grounds for discussing and further develop our studies of action in video games intersecting it with that of musical performance, an effort that asks for multidisciplinary research in musicology, sound studies and game design. Keywords: Action, Gameplay, Music, Sound, Video games. Introduction Music and games are no exception when it comes to the ubiquity of computational systems in contemporary society. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Gay Subculture Identification: Training Counselors to Work with Gay Men
Article 22 Gay Subculture Identification: Training Counselors to Work With Gay Men Justin L. Maki Maki, Justin L., is a counselor education doctoral student at Auburn University. His research interests include counselor preparation and issues related to social justice and advocacy. Abstract Providing counseling services to gay men is considered an ethical practice in professional counseling. With the recent changes in the Defense of Marriage Act and legalization of gay marriage nationwide, it is safe to say that many Americans are more accepting of same-sex relationships than in the past. However, although societal attitudes are shifting towards affirmation of gay rights, division and discrimination, masculinity shaming, and within-group labeling between gay men has become more prevalent. To this point, gay men have been viewed as a homogeneous population, when the reality is that there are a variety of gay subcultures and significant differences between them. Knowledge of these subcultures benefits those in and out-of-group when they are recognized and understood. With an increase in gay men identifying with a subculture within the gay community, counselors need to be cognizant of these subcultures in their efforts to help gay men self-identify. An explanation of various gay male subcultures is provided for counselors, counseling supervisors, and counselor educators. Keywords: gay men, subculture, within-group discrimination, masculinity, labeling Providing professional counseling services and educating counselors-in-training to work with gay men is a fundamental responsibility of the counseling profession (American Counseling Association [ACA], 2014). Although not all gay men utilizing counseling services are seeking services for problems relating to their sexual orientation identification (Liszcz & Yarhouse, 2005), it is important that counselors are educated on the ways in which gay men identify themselves and other gay men within their own community. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Grand Theft Burnout
MIDDLEWARE? GRAND THEFT Both these two games used a development package BURNOUT created by Criterion to AUTO 3 Released Oct 2001 speed development. Prior Released November 2001 to these games, it was hotly debated whether middle- ware was a good idea. Criterion used their own Renderware to create These games answered Burnout and published through Acclaim. This was that question clearly. the second strong game to use middleware. It was released to massive expectation and was Ever since the first Playstation launch, rumours were heard billed as a GT3 killer, as Outrun meets 3DO Need from time to time about it’s successor (in magazines – hardly for Speed meets Thrill Drive. anyone used the internet back then). The massive increase in power announced by Sony in 1999 much surpassed expecta- tion. Essentially it was real time damage in racing through traffic. It sold comparatively well, though The machine didn’t actually live up to it’s monumental claims the massive publicity costs would ensure that. In and by current standard might look a bit weedy. It’s biggest practice, it’s a short-lived game. Reportedly com- weakness was also a strength: It was difficult to get the best plete in four hours. The multi storey out of the hardware and so as it’s six year life progressed, pro- car park in the background—an grammers created better and better games for it...extending it’s ode to driver? It had just two choices for camera angle. First a shelf life somewhat. In terms of performance, it did throw very low bumper cam and secondly a behind the around 10-15 Million filled/textured polygons/second. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
View Annual Report
TO OUR STOCKHOLDERS: Chairman’s Letter Chairman’s Fiscal year 2006 signaled the beginning of profound change in our industry Ì change in the way consumers purchase and play EA games, the platforms they play on, and the approach we take to develop and publish our products. It was a year that challenged us to think diÅerently about navigating technology transitions and to invest in new opportunities with potentially richer margins. It was a year that marked the introduction of new titles and new services that improve the game experience and generate incremental revenue. Most of all, it was a year that convinced us that the artistic and economic opportunities in our business are much greater than we could have imagined just Ñve years ago. Transition is never easy and the combination of new technology, new platforms and new markets makes this one particularly complex. Today, EA is investing ahead of revenue in what we believe will be another period of strong and sustained growth for the interactive entertainment industry. No other company is investing in as many strategic areas; no other company has as much opportunity. Our commitment of Ñnancial and creative resources is signiÑcant, but so is the potential for long-term growth. Our net revenue for Ñscal 2006 was $2.951 billion, down six percent. Operating income was $325 million or 11 percent of revenue. Operating cash Öow was $596 million and we ended the year with $2.272 billion in cash and short term investments. Our return on invested capital was 21 percent and diluted earnings per share were $0.75.