Lost in Localisation: a Translation Analysis of Final Fantasy

Total Page:16

File Type:pdf, Size:1020Kb

Lost in Localisation: a Translation Analysis of Final Fantasy JAPANSKA Lost in localisation A translation analysis of Final Fantasy VII Theo Gillberg Handledare: Martin Nordeborg Kandidatuppsats Examinator: HT 2013 Pia Moberg Abstract This paper details issues involved in localising video games through analysis of the Japanese and English scripts of a popular role-playing game, Final Fantasy VII. The goal of localisation is re-creating a comparable experience, not necessarily a perfectly accurate text, for its target users. With this in mind, specific examples are examined using Vermeer's skopos theory and Venuti's concepts of foreignisation and domestication as frameworks, focusing on changes found in the translated version, and how they can be explained. The results show that some are deliberate adjustments, notably some of the game's humorous remarks and how the translators handle Japanese gendered speech. However, many of the changes are ultimately mistakes: some of them stem from confusion over the Japanese writing system, while others are due to flaws in the localisation process itself, or, more rarely, the translators possessing inadequate background knowledge. In conclusion, the study shows that localisation of video games deserves more attention from a translation studies perspective, not only because of their popularity, but also because they are capable of delivering rich narratives, and because they present both familiar and unique challenges to translators. Keywords: Japanese, video games, localisation, translation, foreignisation, domestication, male/female language Table of contents 1. Introduction .......................................................................................................................... 1 1.1. Abbreviations .................................................................................................................. 2 2. Aim ......................................................................................................................................... 3 3. Theory ................................................................................................................................... 3 3.1 The skopos theory ............................................................................................................ 4 3.2 Foreignisation and domestication ..................................................................................... 4 4. Previous research ................................................................................................................. 5 5. Method ................................................................................................................................... 6 6. Material ................................................................................................................................. 7 7. Definitions ............................................................................................................................. 8 7.1 Video games ..................................................................................................................... 8 7.2 RPG's ................................................................................................................................ 9 7.3 Final Fantasy .................................................................................................................. 10 7.4 Localisation .................................................................................................................... 12 8. Analysis ............................................................................................................................... 13 8.1. Proper nouns .................................................................................................................. 14 8.2. Male and female speech ................................................................................................ 19 8.3 Culture-specific terms .................................................................................................... 25 8.4 Humour ........................................................................................................................... 28 8.5 Notable mistakes ............................................................................................................ 31 9. Summary and conclusion ................................................................................................... 37 10. Bibliography ..................................................................................................................... 41 1. Introduction Whenever mentioning that I have done some work as a translator, I always get the impression that people perceive translation as a rather simple process, that basically, if you are fluent in the two languages involved, surely there cannot be any major problems. Indeed, I too have found myself yelling at subtitling mistakes countless times, wondering how one could fail at something so ostensibly straightforward as translating. The truth is, translation almost invariably involves many layers of consideration; deciding whether to convey the essence or the literal meaning of what is said, whether something sounds natural or not, whether something may not be clear in the target language without additional explanation, etc. Total mastery of both the source language and target language does not guarantee a perfect or even good translation, depending on the context. Furthermore, even a truly excellent translation will never be a perfect replication of the original in every sense. This means that a translator must prioritise certain aspects over others, and I would like to see which aspects tend to be prioritised in video games, primarily in practice but also in theory. I have been playing video games for as long as I can remember, everything from the primitive two-dimensional games of the 80's to today's more cinematic three-dimensional experiences. Video games have over the last 10 years become a truly enormous industry, with sales figures matching or even eclipsing those of the film industry, and the budgets for making these games are no different; the recently released Grand Theft Auto V had a budget higher than that of any feature film to date. Even so, video games have struggled to break out of their stereotypical designation as a mindless form of entertainment, made predominantly for teenage boys with too much time on their hands. It is only quite recently that video games have begun to be accepted as something worthy of consideration from an artistic and academic standpoint. The automatic stigma that was previously associated with video games (and which is indeed still prevalent to some extent) has always frustrated me greatly, the idea that one of my main interests in life, shared by so many others, is not taken seriously. Translation studies concerning video games are important for several reasons: (1) video games are widespread in the community and have tremendous impact, (2) the work done on this subject has so far been rather scarce, (3) video games possess certain characteristics that set them apart from other forms of media. In video games, relative to books, and to a lesser extent film, language is secondary to other aspects in terms of presenting the experience that their creators want to convey; the primary experience comes from the gameplay. Moreover, 1 current debate notwithstanding, games are still considered entertainment first, art a distant second. Perhaps for these reasons, game translation tends to take more liberties with the source material, as long as it manages to convey the same essential experience to the player, to the point where video game translation is more commonly referred to as localisation1. As the name implies, localisation involves making the game seem like a product of the local culture, and making the game feel as relatable to consumers playing a localised version as it does for those playing the original version. As such, there are bound to be many things that are removed, added and adjusted in video game translations, sometimes deliberately and sometimes simply because there is no other way. I want to know what problems arise when translating games and how translators handle them, and the benefit of being able to look at a Japanese game is that I believe language and cultural aspects will become especially apparent, leading to potentially interesting conclusions about the localisation process of video games. 1.1. Abbreviations A number of specific abbreviations will be used frequently throughout this text, and in order to facilitate the reading experience these will be listed here. RPG: Role-playing game, referring to the video game genre rather than the more general term. NPC: Non-player character, a term referring to characters in a video game that cannot be controlled by the player. AAVE: African-American Vernacular English, a linguistic variety of English. ST: Source text, i.e. the original version of a text. RT: Romanised text, i.e. the source text spelled out using the Roman alphabet. TT: Target text, i.e. the translated version of a text. AT: Author's translation, referring to the author's own attempt to translate the source text. For the sake of clarity, all of these abbreviations will be explained again, and in slightly more detail, in the respective sections that they are first introduced. 1 Mangiron, Carmen, and Minako O'Hagan. "Game Localisation: unleashing imagination with ‘restricted’translation." The Journal of Specialised Translation6 (2006): 10-21.
Recommended publications
  • The Story of Final Fantasy VII and How Squaresoft
    STS145 History of Computer Game Design, Final Paper, Winter 2001 Gek Siong Low Coming to America The making of Final Fantasy VII and how Squaresoft conquered the RPG market Gek Siong Low [email protected] Disclaimer: I have tried my best to find sources that are as reliable as possible (press releases, interviews in published magazines, etc) but many times I had to depend on third-party accounts of what happened. Some of these accounts conflict with one another, so I try to present as coherent an account of the history as I can here. I do not claim that everything in this paper is true. With that in mind, let us proceed on with the story… Introduction “[Final Fantasy VII is]…quite possibly the greatest game ever made.” -- GameFan magazine, quote on back of Final Fantasy VII CD case (Greatest Hits edition) The story of Squaresoft’s success in the US video games market appears at first glance to be like a fairy tale. Before Final Fantasy VII, console-based role-playing games (RPGs) were still a niche market, played only by a dedicated few who were willing to endure the long wait for the few games to cross the Pacific and onto American soil. Then came Final Fantasy VII in the September of 1997, wowing everybody with its amazing graphics, story and gameplay. The game single-handedly lifted console-based RPGs out of their little niche into the mainstream, selling millions of copies worldwide, and made Squaresoft a household name in video games. Final Fantasy VII CD cover art Today console-based RPGs are a major industry, with players spoilt-for- choice on which RPG to buy every Christmas.
    [Show full text]
  • Dating Ffvii, Buffalo Hookup, Kuching Speed Dating, Radiometric Dating of Moon Rocks
    May 21, · You can change the dating scene to another character by using the Chapter Selection. However, this may take time as you have to go back to replay certain chapters and sidequests to change the outcome. Note that you need to clear the game to unlock Chapter Selection. Check Out The New Game Guide Here! Repeat Chapters 3, 8, 9. GUIDES TO DATING YUFFIE/BARRET So, you picked up this guide to date Yuffie or Barret, and can't be bothered trying to go through the above? Well, I can give a full list of things to do to guarantee dating one of the two. However, you shouldn't feel you have to follow them religiously: there is a fair amount of leeway available in. Jan 13, · The fact that Final Fantasy VII Remake is only covering the Midgar portion of the game means that the dating minigame from Final Fantasy VII is likely gone. In Final Fantasy VII, the player's actions throughout the early stages of the game determined which character that Cloud would go on a date with at the Gold Saucer. The two easiest candidates for Cloud's affection are Aerith Author: Scott Baird. Dating Yuffie is harder to achieve than the previous two dates. In order to date the teen ninja, you'll have to lower the affinities of both Aeris and Tifa. This means that you will have to be a jerk toward both of them. And of course, you can only date Yuffie if you got her to join you in the first place.
    [Show full text]
  • Undergraduate Dissertation Trabajo Fin De Grado
    Undergraduate Dissertation Trabajo Fin de Grado Failures in video game localization: a comparative analysis of the English-into-Spanish translation of Final Fantasy VII Fallos en la localización de videojuegos: un análisis comparativo de la traducción al español de Final Fantasy VII Author Pablo Miguel Lóciga Latorre Supervisor Ignacio Guillén Galve FACULTY OF ARTS Year 2019-2020 Abstract The last few years have witnessed the great evolution that the video game industry has achieved. The success of a video game is not only based on the visual and playable aspects, but also in the game localization. The main aim of this paper is the analysis of several examples of dialogue boxes from Final Fantasy VII to identify and discuss the main problems which translators found when translating it. The analysis focuses on the translation of grammatical and lexical errors, and idioms from English into Spanish. The result suggests that localization is a very exhaustive process and that the mistakes seem to be due to a lack of linguistic proficiency and knowledge of the target culture. Resumen En los últimos años, hemos podido observar la gran evolución de la industria del videojuego. El éxito de los videojuegos no se debe solo a los aspectos visuales y jugables, sino también a la localización. El objetivo de este ensayo es analizar varios ejemplos de diálogos de Final Fantasy VII para saber los problemas que los traductores encontraron a la hora de traducirlo. El análisis se ha centrado en la traducción de errores gramaticales, léxicos y expresiones hechas del inglés al castellano. El resultado del análisis deja entrever que la localización es un proceso muy complejo y que los errores encontrados son errores debido a la falta de un nivel adecuado de idioma y de conocimiento de la cultura a la que estaba destinada el videojuego.
    [Show full text]
  • Diversity in Video Games: the Personal Experience of Gamers Rebecca Ruggles Department of Geography and Anthropology
    Diversity in Video Games: The Personal Experience of Gamers Rebecca Ruggles Department of Geography and Anthropology “A lot of gamers, and especially games media “‘What's with all the hate?’ Nothing but LGBT Abstract fans, are young boys who think girls are icky or posts getting thumbs up. You SJW's sure like Findings Diversity in video games has often been ignored or caricaturized such resent girls or whatever. There's a ton of invisible bad guys” (Timic83, Online Forum, Of the seven people that I was able to interview, two were female, one as in Final Fantasy VII, where the main character, Barret Wallace, is misogyny in the gaming space. Racism too” posted December 20, 2016). identifying as non-binary, only one person above the age of 25, and portrayed as African American (Figure 2), or in the beloved franchise (BigSocrates, Online Forum, posted March 13, only one person who identified as non-white. The main topics that were brought up by the interviewees were about gender and race in video Mario Brothers (Figure 1), where two Italian stereotypes are the main 2017). characters. Video games are now big business, impacting almost games. Many of them had stated, when asked, that they would like every facet of American society and earning more than $91.5 billion more visibility for the LGBT community, but were unsure how. Five dollars annually according to retail revenue of the U.S. video game Table 1. Identity-based Topics Most Discussed in Video Game Forums, N=219 out of the seven expressed that they felt uncomfortable playing a industry from February 2016 to February 2018.
    [Show full text]
  • Formas De Fazer Ficção – De Final Fantasy VII Ao Livro Eletrônico
    Ernane Guimarães Neto Formas d e fazer ficção Este volume pretende cumprir um triplo papel. Discute Formas de fazer ficção conceitos fundamentais da linguagem e suas consequências éticas De Final Fantasy VII ao livro eletrônico para o trabalho dos comunicadores. Analisa um documento cultural relevante, Final Fantasy VII, em suas mecânicas e em sua estrutura ccional. Apresenta um livro interativo como exemplo do potencial Ernane Guimarães Neto dos meios eletrônicos de enriquecer a experiência de leitura. capa FFF.indd 1 3/6/12 8:01:48 AM Pontifícia Universidade Católica de São Paulo Ernane Guimarães Neto Formas de fazer ficção De Final Fantasy VII ao livro eletrônico Mestrado em Tecnologias da Inteligência e Design Digital São Paulo 2012 ErnaneFFF.indd 1 3/6/12 11:45:54 AM ErnaneFFF.indd 2 3/6/12 11:45:54 AM Pontifícia Universidade Católica de São Paulo Ernane Guimarães Neto Formas de fazer ficção De Final Fantasy VII ao livro eletrônico Mestrado em Tecnologias da Inteligência e Design Digital Dissertação apresentada à banca examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de mestre em Tecnologias da Inteligência e Design Digital, sob a orientação do prof. dr. Luís Carlos Petry. São Paulo 2012 ErnaneFFF.indd 3 3/6/12 11:45:58 AM ErnaneFFF.indd 4 3/6/12 11:45:58 AM Banca examinadora ErnaneFFF.indd 5 3/6/12 11:45:58 AM ErnaneFFF.indd 6 3/6/12 11:45:58 AM Formas de fazer ficção – Ernane Guimarães Neto Formas de fazer ficção De Final Fantasy VII ao livro eletrônico Resumo Esta dissertação investiga atributos ontológicos de jogos e livros ele- cute conceitos fundamentais da linguagem e suas consequências éticas trônicos.
    [Show full text]
  • FINAL FANTASY® VII MEET the CHARACTERS During the Adventure, You Will Encounter Friends and Other Important Characters in the Story
    FINAL FANTASY® VII MEET THE CHARACTERS During the adventure, you will encounter friends and other important characters in the story. Depending on how you play, you may not be able to befriend some of the characters. The following are the main characters in the game. CLOUD STRIFE JOB Mercenary (ex-member of SOLDIER) AGE 21 WEAPON Sword HEIGHT 5’7” BIRTHDATE August 19 BIRTHPLACE Nibelheim BLOOD TYPE AB Originally a member of SOLDIER, he is now a mercenary who will take any job. After being hired by AVALANCHE, he gradually gets caught up in a massive struggle for the life of the planet. His enormous sword can cut almost anything in two. AERIS GAINSBOROUGH JOB Flower Merchant AGE 22 WEAPON Rod HEIGHT 5’3” BIRTHDATE February 7 BIRTHPLACE Unknown BLOOD TYPE O Young, beautiful, and somewhat mysterious, Aeris met Cloud while selling flowers on the streets of Midgar. She decided to join him soon after. Her unusual abilities enable her to use magic, but she seems more interested in the deepening love triangle between herself, Cloud and Tifa. TIFA LOCKHEART JOB Bar Hostess, AVALANCHE member AGE 20 WEAPON Glove HEIGHT 5’4” BIRTHDATE May 3 BIRTHPLACE Nibelheim BLOOD TYPE B Bright and optimistic, Tifa always cheers up the others when they’re down. But don’t let her looks fool you; she can decimate almost any enemy with her fists. She is one of the main members of AVALANCHE. She and Cloud were childhood friends, and although she has strong feelings for him, she would never admit it. BARRET WALLACE JOB Leader of AVALANCHE AGE 35 WEAPON Gun-arm HEIGHT 6’4” BIRTHDATE December 15 BIRTHPLACE Corel Village BLOOD TYPE O Head of the underground resistance movement, AVALANCHE, Barret is fighting the mega-conglomerate Shinra, Inc.
    [Show full text]
  • Anime Character Birthdays.Xlsx
    DATE AND CHARACTER SERIES March 3 1998 -- Hibari Hanakoganei Akihabara Dennou-Gumi May 5 1997 -- Tsugumi Higashijujo Akihabara Dennou-Gumi May 15 1989 -- Jun Gotokuji / Blood Falcon Akihabara Dennou-Gumi June 6 1997 -- Tsubame Ootorii Akihabara Dennou-Gumi July 7 1997 -- Suzume Sakurajosui Akihabara Dennou-Gumi August 18 1993 -- Hatoko Daikanyama Akihabara Dennou-Gumi September 19 1990 -- Miyama Zoshigaya/Death Crow Akihabara Dennou-Gumi October 10 1510 -- Christian Rosenkreuz Akihabara Dennou-Gumi November 11 1997 -- Kamome Sengakuji Akihabara Dennou-Gumi December 12 1997 -- Uzura Kitaurawa Akihabara Dennou-Gumi January 12 -- Icchan (Ichirou Mihara) Angelic Layer February 15 -- Sai Johnouchi Angelic Layer April 17 -- Tamayo Kizaki Angelic Layer April 25 -- Misaki Suzuhara Angelic Layer May 24th -- Ringo Seto Angelic Layer June 25 -- Arisu Fujisaki Angelic Layer August 12 -- Shouko Asami Angelic Layer August 27 -- Masaharu Ogata Angelic Layer September 4 -- Koutarou Kobayashi Angelic Layer October 14 -- Kaede Saitou Angelic Layer October 20 -- Ohjirou Mihara Angelic Layer October 27 -- Madoka Fujisaki Angelic Layer November 28 -- Shuuko Suzuhara Angelic Layer December 7 -- Hatoko Kobayashi Angelic Layer January 8 -- Victor Angelique February 13 - Sei-Lan Angelique February 27 -- Marcel Angelique March 28 -- Randy Angelique May 3 -- Lumiale Angelique June 4 -- Zephel Angelique July 12 -- Luva Angelique August 16 -- Julius Angelique September 9 -- Dia Angelique September 20 -- Timka Angelique October 20 -- Olivier Angelique November 11 --
    [Show full text]
  • Final Fantasy VII Unofficial Guide
    SuperCheats.com Unoffical Final Fantasy VII Guide http://www.supercheats.com/guides/final-fantasy-vii Check back for updates, videos and comments for this guide. Table of Contents Introduction 2 Default Controls 3 General Tips 4 The Reactor #1 raid 5 Sector 7: At the hideout 8 The second raid: Reactor #5 9 Meeting Aeris the flower girl 11 Crossdressing at Wall Market 12 Sewers, Train Graveyard, and Pillar Assault 15 Back in the slums 18 Raiding Shinra HQ! 19 Flashback at alm Town 27 Chocobo Ranch, the Marshes, and the Mythril Mines 29 Harbor, Junon Harbor 32 To sunny places! 35 Mount Corel 37 The Gold Saucer, and the prison 38 Optional: Fun with the Buggy 40 Gongaga Village 42 Cosmo Canyon & Cave of the Gi 44 Nibelheim & Shinra Mansion 47 Mount Nibel 50 Rocket Town 52 Optional things with the Tiny Bronco 54 Wutai Sidequest 56 The Wutai Pagoda 59 The eystone and the Date 62 The Temple of the Ancients 63 Bone Village, The Sleeping Forest & City of the Ancients 67 Coral Valley Cave & Icicle Inn 69 The Great Glacier 71 Gaea's Cliffs 74 Whirlwind Maze 77 Escape from Junon 79 Flying High: Optional things with the Highwind 80 Mideel 82 The Huge Materia: Corel and Fort Condor 83 Cloud at Mideel More optional things 85 The Underwater Reactor 87 The Gelnika and more 89 A Space Odyssey 1997 92 page pnb / nb SuperCheats.com Unoffical Final Fantasy VII Guide http://www.supercheats.com/guides/final-fantasy-vii Check back for updates, videos and comments for this guide.
    [Show full text]
  • Role Playing Game Third Edition
    The Final Fantasy Role Playing Game Third Edition Lead Developer Samuel Banner Development Staff Carl Chisholm, ‘Holy Sword Excalipur’, Elisha Feger, Chris H., Amanda Latimer, ‘General Leon’, Stuart MacGillivray, Blair MacKenzie, James Reid, Justin Schantz, Michael Schroeder, Matthew White, Lavi Zamstein Playtesters Joe Alane, Leonard Anthony P. Arcilla, Greg Atkinson, Tyson Baker, Basil Berchekas III, Matt Biedermann, Louis-Charles Brisson, Brandon Buchanan, Brandon Chapman, Michael Cleveland, Ted Costales, Daniel Christman-Crook, Andrea Determan, Mark Dickison, Mark Doherty, E.T. Dorn, Joshua Fagundes, Ben Freeman, Raymond Gatz, Bryan R. Gillis, Adam Hebert, Liz Hirschmann, Brian Hon, Kyle Johnson, Edan Jones, Brian Vander Kamp, Edward Karuna, Jonothon Kinnes, Rob Knight, Moriah Koehler, Brandon Lieberthal, Arthur McKay, Alex Millar, Leonard Michaels, Jonathan Cardozo Mota, Erica Nelson, Lars Nelson, Christopher Nichols, Michael Nuckels, Matias Parmala, Damia Queen, David Renaud, Spenser Rubin, Bob Sawyer, Sydney Schaffer, Brandon Schmelz, John R. Shadle, III, Steve Smith, Edward Tran, Andrew Wilkins, Matt Wolfe, Patrick Wong, Desmond Woolston, James Zoshak Contributors Kiyoshi Aman, Ryan Baffy, Randal Barnot, Matthew Bateman, Mike Beyer, Jason Copen-Hagen, Adam Crampton, Greg Dean, Shaun Dean, Mark Della-crose, Jordan Devena, Alex Devon, DL, Mark Doherty, Martin Drury Jr., Dennis Fisher, Steve Fortson, Richard Gant, Clay Gardner, Gabe Gilreath, Brian Hon, Andrew Hochstetler, David Huber, Myst Johnson, John Keyworth, Matthew Kilfoyle, Jonothan Kinnison, Blake Leighton, George Leonard, Minna Leslie, Matthew Martin, Matthew McCloud, Katrina Mclelan, Adolfo Menendez, Kim Metzger, Allan Milligan, Jared Milne, Des Mongeot, Curtis Monroe, Paul Mulka, Lars Nelson, Peter Pearson, Chris Pomeroy, ‘The Dark Rabite’, Caity Raeburn, Robert B. Reese, Stacy Rowe, Yousef Al- Shamsi, Robert Shaver, Brenden Simon, Charles Smith, Peter Smith, Wesley Smith, Martin Sonata, Kaj Sotala, Jeff Taft, Giovanni Tonelli, Brandon Varga, Andrew Vickery, Sam Volo, Clayton G.
    [Show full text]
  • 1539130403856.Pdf
    Summary ....................................................................................................................................................................... 2 Introduction ................................................................................................................................................................. 3 Acknowledgments ................................................................................................................................................. 4 What is Final Fantasy, anyway? ........................................................................................................................ 4 Play Basics ................................................................................................................................................................ 4 Design Principles and Decisions ...................................................................................................................... 5 Glossary ..................................................................................................................................................................... 6 Game Setup ................................................................................................................................................................... 7 Group Creation ....................................................................................................................................................... 7 Character Creation .............................................................................................................................................
    [Show full text]
  • Anime Character Birthdays.Xlsx
    DATES AND CHARACTERS SERIES January 01 -- Batsu Ichimonji Rival Schools 2 January 01 -- Ed Cowboy Bebop January 01 -- Edgemaster Soul Calibur January 01 -- Fujitaka Kinomoto Card Captor Sakura January 01 -- Gai Naruto January 01 -- Kaede Rukawa Slam Dunk January 01 -- Kitakita Oyaji (Adburg Eldor) Mahoujin Guruguru January 01 -- Kyyusaku Natsume Nukunuku [Bannou Bunka Nekomusume Nukunuku, All-Purpose Cultural Catgirl] January 01 -- Miyuki Kotobuki Tokimeki Memorial 2 January 01 -- Momiji Kagariya Yamamoto Yohko [Soreyuke! Uchuu Senkan] January 01 -- Mutsuki Ichimonji Happy Lesson January 01 -- Osaka Naru Sailor Moon January 01 -- Riku Kamiya Tokimeki Tonight January 01 -- Sakura Saginomiya Aozora Shoujotai (801 TTS Airbats) January 01 -- Shinichirou Suwa I-Doll January 01 -- Sumomo Chobits January 01 1560 (lunar calendar December 12 1559?)-- Samurai Troopers (Ronin Warriors, Yoroiden) Kayura January 01 1952 -- Reiko Asagiri Gatekeepers January 01 196X -- Belldandy (according to her student ID Oh! My Goddess card) January 01 1976 -- Mai Shiranui Art of Fighting / Fatal Fury / King of Fighters January 01 1984 -- Maki Tanabe Gun Parade March January 01 1986 -- Ren Tao Shaman King January 01 1997 -- Johji Ohtomo Cyber Formula [Future GPX] January 01 2231-- Kei Dirty Pair Flash January 01 4982 -- Kris Christopher Battle Athletes Daiundokai January 02 -- Ginga Torikai Reideen January 02 -- Iwashi Tatami Naruto January 02 -- Maria Luise G Gundam January 02 -- Orie Ishizuka Raijin-Oh [Zettai Muteki] January 02 1912 -- Shun Di Virtua Fighter January
    [Show full text]
  • A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers
    “Pretty Good for a Girl”: A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers Cardiff University School of Journalism, Media, and Culture Master of Philosophy (Journalism Studies) 2018 Elizabeth Munday Abstract Feminist media scholars have long sought to understand the representations of women in the media, in which women are consistently depicted as secondary to men, which they have used to highlight issues of gender relations. My research involved the analysis of representations of female characters in games and explored how female gamers make sense of them, providing a more in-depth look at women in the media, whilst also addressing issues of gender such as leisure time. The gendering of leisure is important as it provides a wider basis for my more nuanced arguments about video games and those who play them. Throughout my research I endeavoured to study not only how women are represented in video games, but also the experiences of female gamers and how they continue to interact with the gaming community. Drawing widely from existing feminist media research, I studied the common representations of women in video games, and what female gamers thought of them. I also researched their experiences as female gamers within the gaming community – how they had been treated as “gamers”, but also how they continued to engage and interact with the gaming community. In order to gather this information, I utilised Content Analysis to gather and analyse game content through further Visual Analysis. This provided me with a range of insights into common patterns in the representations of women across a wide range of currently popular games, such as the role of healer.
    [Show full text]