«Kjønnsrolleportretteringer I Kontemporære Videospill» Kontemporære I «Kjønnsrolleportretteringer Kristoffer Jonassen Kristoffer

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«Kjønnsrolleportretteringer I Kontemporære Videospill» Kontemporære I «Kjønnsrolleportretteringer Kristoffer Jonassen Kristoffer Kristoffer Jonassen Kristoffer Jonassen Kristoffer «Kjønnsrolleportretteringer i kontemporære videospill» En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us Masteroppgave «Kjønnsrolleportretteringer i kontemporære videospill» i kontemporære «Kjønnsrolleportretteringer Masteroppgave i sosiologi NTNU universitet Trondheim, våren 2014 og teknologiledelse Fakultet for samfunnsvitenskap samfunnsvitenskap for Fakultet Norges teknisk-naturvitenskapelige teknisk-naturvitenskapelige Norges Institutt for sosiologi og statsvitenskap sosiologi for Institutt Kristoffer Jonassen Kjønnsrolleportretteringer i kontemporære videospill En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us. Masteroppgave i Sosiologi Institutt for sosiologi og statsvitenskap Vår 2014 ii Forord I tjue år av mitt liv har videospill vært en av mine store lidenskaper. Helt fra jeg var fire år, og såvidt kunne fullføre mitt første brett på Super Mario, har jeg vært hekta. Derfor er muligheten til å kunne utføre forskning på et fenomen, som jeg selv mener er med på å definere meg som person, utrolig. Jeg vil takke min veileder Hendrik Storstein Spilker, for hans engasjement i min masteroppgave. Når jeg stanget hodet i veggen, var et kort møte og konstruktiv tilbakemelding nok for å sette meg på rett kurs. Veggen hadde sett langt verre ut, om det ikke var for Hendrik. Til slutt vil jeg takke to av mine venner, som har hjulpet meg å pusse denne oppgaven fra et grovt stykke arbeid til en leselig tekst. Bjørn, som meldte seg frivillig uten at jeg trengte å spørre, og kjæresten min Anja. Det viktigste å poengtere er at denne oppgaven sannsynligvis aldri ville eksistert uten Anja. Det var hun som viste meg hvordan videospill kunne tolkes fra et kvinnelig ståsted, og igjennom mange diskusjoner økte min interesse for temaet. Dette arbeidet er derfor mye hennes fortjeneste, men nå kan jeg sannsynligvis "vinne" noen av diskusjonene også! Trondheim, 28 mai, 2014 Kristoffer Jonassen iii iv Innholdsfortegnelse Innholdsfortegnelse .................................................................................................................... 1 1. Innledning............................................................................................................................... 3 1.1 Relevans, tema, problemstilling og forskningsdesign...................................................... 3 1.2 Hvilke spill skal analyseres? ............................................................................................ 5 1.3 Spillmediets utvikling innenfor markedsføring og design ............................................... 8 1.4 Oppgavens videre oppbygging....................................................................................... 10 2. Representasjon av kjønn i videospill, tidligere forskning og teori....................................... 11 2.1 Påvirkningskraften til spill på vår forståelse av kjønn ................................................... 11 2.2 Muskler, formfulle kropper og utseende i videospill ..................................................... 15 2.3 Mannlige helter, kvinnelige sexobjekter, ofre, og kjønnsroller i videospill................... 18 3. Metode.................................................................................................................................. 23 3.1 Strategisk utvalg............................................................................................................. 23 3.2 Datagrunnlag .................................................................................................................. 24 3.3 Dataanalyse .................................................................................................................... 26 3.4 Kvalitetsvurdering.......................................................................................................... 28 4. Hva slags spill er det vi skal analysere?............................................................................... 31 4.1 Sjangerkonvensjoner og genrehistorikk......................................................................... 31 4.1.1 BioShock Infinite og First person shooter sjangeren .............................................. 31 4.1.2 Last of Us og Survival Horror sjangeren ................................................................ 35 4.2 Spillenes historie og setting............................................................................................ 38 4.2.1 BioShock Infinites setting ....................................................................................... 38 4.2.2 BioShock Infinites historie...................................................................................... 39 4.2.3 The Last of Us setting ............................................................................................. 42 4.2.4 The Last of Us historie............................................................................................ 43 5. Analyse av spillenes innhold, innpakning og karakterens utseende .................................... 47 5.1 Innpakning...................................................................................................................... 47 5.2 Utseende og bekledning ................................................................................................. 50 5.2.1 BioShock Infinites karakterer og utseende.............................................................. 51 5.2.2 The Last of Us hovedrollekarakterer og utseende................................................... 56 5.3 Sammenfatning............................................................................................................... 62 6. Dynamiske forhold, personligheter og roller ....................................................................... 65 6.1.1 Booker og Elizabeth................................................................................................ 65 6.1.2 Joel og Ellie............................................................................................................. 69 6.1.3 Likheter i personlighetsforhold ............................................................................... 74 6.2 Roller.............................................................................................................................. 75 6.3 Spillindustrien i utvikling? Diskusjon av roller og personlighet.................................... 85 1 7. Sammenfatning, resultater og videreutvikling av forskning ................................................ 89 7.1 Utseendes tilknytning til roller....................................................................................... 90 7.2 Personlighet som indikator på realistiske roller ............................................................. 90 7.3 Roller i endring............................................................................................................... 93 7.4 Mediaeffekter ................................................................................................................. 95 7.5 Videre forskning og problematikk ................................................................................. 96 Referanseliste ........................................................................................................................... 99 Vedlegg 1: Bilder ................................................................................................................... 108 Vedlegg 2: Begrepsliste ......................................................................................................... 133 2 1. Innledning Videospill er en bransje som har utviklet seg mye i løpet av de siste 30 årene. Spill har overtatt markedene med inntekter på nesten 30 billioner dollar (PEGI, 2013, ESRB, 2013). I 2013 knuste Grand Theft Auto 5 alle tidligere salgsrekorder for et underholdningsprodukt uavhengig av format (Svensen, 2013), og spillbransjen er blitt større en filmindustrien (Chatfield, 2009). Siden spillbransjen er en av de største underholdningsbransjene i verden, så er det viktig å se på hvilke verdier som fremstilles i videospill. Det er viktig å være kritisk til medier som vi selv bruker og er interesserte i, både personlig og på samfunnsnivå. I mai 2012 startet Anita Sarkeesian opp et Kickstarter-prosjekt hvor hun ville forske på representasjon av kjønn i videospill. Hun mente at kvinnelige spillkarakterer ofte ble portrettert i stereotypiske framstillinger med begrensede roller, og ville fokusere på dette i en videoserie (Sarkeesian, 2012). Men det var et stort antall individer som mente at spill ikke inneholdt negative eller stereotypiske framstillinger av kvinnelige karakterer, eller som forsvarte disse fremstillingene (Lewis, 2012). Når Sarkeesian ville starte prosjektet sitt ble fikk hun tilbakemeldinger av individer som ville usynliggjøre, uskyldiggjøre og/eller avlede problematikken rundt kjønn i videospill. Sarkeesian deretter for en stor hatkampanje, hvor hun ble trakassert på flere offentlige nettsteder som Facebook, Twitter og Wikipedia (Marcotte, 2012, Fernandez-Blance, 2012). Trakasseringen Sarkeesian ble utsatt for førte til at mange donerte penger til prosjektet for å sette fokus på portretteringen av kvinnelige spillkarakterer, og det fikk 158 000 $ i støtte av privatpersoner. Noe som var langt over målet på 6000 $ (Sarkeesian, 2012). Sarkeesian har riktignok en politisk agenda med sin forskning men den er fortsatt viktig. Flere spillere, utviklere
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