Female Characters in Video Games
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Non-Determinism in the Narrative Structure of Video Games
Non-Determinism in the Narrative Structure of Video Games Marcello Arnaldo Picucci Thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy School of English Literature, Language and Linguistics Newcastle University July 2015 Abstract At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular. -
WITH OUR DEMONS a Thesis Submitted By
1 MONSTROSITIES MADE IN THE INTERFACE: THE IDEOLOGICAL RAMIFICATIONS OF ‘PLAYING’ WITH OUR DEMONS A Thesis submitted by Jesse J Warren, BLM Student ID: u1060927 For the award of Master of Arts (Humanities and Communication) 2020 Thesis Certification Page This thesis is entirely the work of Jesse Warren except where otherwise acknowledged. This work is original and has not previously been submitted for any other award, except where acknowledged. Signed by the candidate: __________________________________________________________________ Principal Supervisor: _________________________________________________________________ Abstract Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’. -
“A Jill Sandwich”. Gender Representation in Zombie Videogames
“A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident Evil (Capcom 1996 - present) to The Walking Dead (Telltale Games 2012-4), women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The Walking Dead and The Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
Histórias De Aprendizagem Da Língua Inglesa Através De Videogames
UNIVERSIDADE FEDERAL DE ALAGOAS PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS E LINGUÍSTICA RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Maceió 2015 RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Dissertação de Mestrado apresentada ao Programa de Pós-graduação em Letras e Linguística da Universidade Federal de Alagoas para obtenção do título de Mestre em Letras e Linguística. Área de Concentração: Linguística Aplicada Orientador: Prof. Dr. Sérgio Ifa Maceió 2015 Catalogação na fonte Universidade Federal de Alagoas Biblioteca Central Divisão de Tratamento Técnico Bibliotecário Responsável: Valter dos Santos Andrade S586h Silva, Ritaciro Cavalcante da. Histórias de aprendizagem da língua inglesa através de videogames : Uma experiência em pesquisa narrativa / Ritaciro Cavalcante da Silva. – Maceió, 2015. 238 f.: il. Orientador: Sérgio Ifa. Dissertação (Mestrado em Linguística) – Universidade Federal de Alagoas. Faculdade de Letras. Programa de Pós-Graduação em Letras e Linguística. Maceió, 2015. Bibliografia: f. 138-150. 1. Língua inglesa – Estudo e ensino. 2. Ensino de língua – Meio auxiliares. 3. Vídeo game - Utilização. 4. Pesquisa narrativa. I. Título. CDU: 811.111 AGRADECIMENTOS A Deus, se ele estiver mesmo por aí. A meu orientador, o Prof. Dr. Sérgio Ifa, por me apoiar desde a graduação, e por toda a confiança depositada no mestrado, desde o acolhimento de um projeto com tema incomum na academia, até os últimos instantes. Aos professores e técnicos-administrativos do Programa de Pós-Graduação em Letras e Linguística (PPGLL) da UFAL, por todos os conselhos, ensinamentos e discussões. À Fundação de Amparo de Pesquisa do Estado de Alagoas, não apenas pelo financiamento concedido através de bolsa de mestrado (Processo 60030 271/2013), mas por todo o apoio, paciência, e companheirismo que tive durante meu tempo como técnico em informática naquela instituição. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
ED BANK REGISTER Cuit, Box 511, Bed Bank, '- » * RED BANK.'N
REAL ESTATE FC UINT OB BILL under to- old whit* cottage, *va? eely repainted and d t, modern bath and kit Picket tenet i near Locust, ED BANK REGISTER cuit, box 511, Bed Bank, '- » * RED BANK.'N. J., THURSDAY, JULY 31,1947 SECTION ONE—PAGES 1 TO WIMB BOARD tlderly) country iomt. «•..< B. D.I, Farmlngdi Army To Exhibit The Jane Elkus Red Cross Rooms 1» TONS SYS STr Rumson Council Iwt year's. pyteaux Farms New Thunderjet ' To Be Reopened Firm Buys Ninety Lots} 0114l-M-8 tvenln; Discusses Vets' • Children's Home OAR—Price bet An Army P-Si Thunderjet, the Mrs. Hazel N. Ford, chairman ol ' Bed Bank (-2 newest and fastest Jet fighter, will the Red Bank branch of the county 3 ^4f Auction highlight th* air show to be given Housing Problem Sold Recently Red Cross chapter, announced to- In Knollwood Area PRIVATE PARTY v at the Monmouth county airport, day that the branch workrooms at able, reasonably Ofcevrplit, Plymouth» Route 34, Wall township, on Air John Grogan Says Four-Acre OakKurst i Broad street will reopen Tuesday from another1 prlv* Evans Pays $54,162 Force Day totnprrdw. The show morning. The rooms have been Eatontown 8-Q028-W will feature flights of. all types of Men Want Permanent ' Property Bought By closed the last fix weeks-to give Philip J. Bowers & Co. army planes and ground exhibits of volunteers a vacation. v , $3,000 Foi* Prize Bull radar, radio and electronic equip- Type Dwellings Morris J. Simon ' Mrs, Ford also reports that the To Direct Development cr. -
Monitor 13. Júní 2013
MONITORBLAÐIÐ 24. TBL 4. ÁRG. FIMMTUDAGUR 13. JÚNÍ 2013 MORGUNBLAÐIÐ | mbl.is FRÍTT EINTAK TÓNLIST, KVIKMYNDIR, SJÓNVARP, LEIKHÚS, LISTIR, ÍÞRÓTTIR, MATUR OG ALLT ANNAÐ FYRIR STERKAR OG HREINAR TENNUR fyrst&fremst FIMMTUDAGUR 13. JÚNÍ 2013 MONITOR 3 Óskum ritstjóra vorum og frú til hamingju með frumburðinn! MÆLIR MEÐ... Á NETINU Fótboltahrellirinn Gunnar á Völlum hefur síðastliðin tvö sumur kætt DAVÍÐ ARNAR knattspyrnuáhugamenn með Á 30 SEKÚNDUM frumlegum Fyrstu sex: 190988. myndbands- Uppáhaldsíþrótt: Snjóbretti. innslögum Uppáhaldsbrettamerki: Mintsnow. um Pepsi- Besta brettasvæði landsins: Bláfjöll. deild karla. Uppáhaldsskyndibiti: Domino‘s. Innslögin hafa gjarnan einkennst af ástríðu Gunnars fyrir íþróttinni og er þar gjarnan stutt milli hláturs og gráturs. Gunnar er nú snúinn aftur og verður með innslög á heimasíðu RÚV í sumar. Fyrsti þátturinn fer í loftið á morgun, föstudag, og verður sjáanlegur á ruv.is/gunnar. FYRIR VINI HEMMA OG VALDA Kaffi- og öldurhúsið Nýlenduvöru- verzlun Hemma og Valda tilkynnti á Facebook-síðu sinni í vikunni að staðnum verði lokað í lok vikunnar. Fyrir vikið verður blásið til kveðjuteit- is á morgun, föstudag, þar sem vinum og velunnurum staðarins er boðið að kveðja staðinn með grillsprengdum pylsum og drykk í hönd. Umræddir vinir og velunnar- Mynd/Styrmir Kári ar kveðja staðinn líklega með trega en fyrirvari lokunarinnar var með skemmra lagi en ástæða hennar ku vera að nýr eigandi hússins hafi Ögra fólki á góðan hátt ekki viljað endurnýja leigusamning. Netþátturinn Og hvað? með Davíð Arnari Oddgeirssyni og Emmsjé Gauta verður frumsýndur á MonitorTV í kvöld „Það má búast við dóti sem fólk hefur ekki séð áður og við eigum Varð til í sumaratvinnuleysi mögulega eftir að ögra einhverjum aðeins. -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
Video Game Review: the Walking Dead
Video Game Review: The Walking Dead By Adam Shaw Catholic News Service NEW YORK – Robert Kirkman’s graphic novel series “The Walking Dead” has caused quite a stir in the decade since its debut. Widely successful in print, his zombie apocalypse saga has been turned into a highly rated AMC-TV show – currently in its third season – and, more recently, into a video game. “The Walking Dead” (Telltale Games) was initially released in downloadable episodic form in 2012; now it’s being marketed as a single title available for purchase in stores. Like the books, the game is marked by considerable violence. But this is offset, at least somewhat, by a focus on the personal relationships linking the key characters – a humanizing element not often found in the zombie genre. The player takes on the persona of Lee Everett. A convicted, but repentant murderer, Lee is being escorted to a Georgia prison when the advent of the flesh- eating undead suddenly releases him from his shackles. While trying to figure out exactly what’s transpiring, Lee comes across a young girl named Clementine who has become separated from her parents. The two buddy-up and hit the road – joined, eventually, by other refugees. The gamer’s goal is to protect Clementine and guide her to safety. To accomplish that, however, the player must tackle a succession of complex moral choices. For instance, should a bitten and infected companion be banished and left to his fate? Or should he be allowed to remain with the group – even though that will mean putting others at risk? Such decisions fundamentally affect the direction of the story. -
LifeIsStrange
Caught in Time: A Close Reading of Life is Strange Shaun Grose 0413934G Supervisor: Hanli Geyser Wits University Digital Arts Interactive Media Masters Research Report 2 Shaun Grose 0413934G Introduction 3 History of Dontnod Entertainment 4 On Relatable and Feminist Narrative Themes 4 Narrative Flexibility 6 Methodology 8 Core Mechanics 10 Time Reversal 101 10 General Rules 10 Limitations 11 Conversation Choices 11 Conversation Keys 11 Decisions 12 Controls and Interface 13 Interaction 14 Camera 14 User Interface 15 Narrative Interface 15 Graphic Style 15 Overarching Narrative Arc 16 Episode 1 - Chrysalis 16 Episode 2 - Out of Time 19 Episode 3 - Chaos Theory 21 Episode 4 - The Dark Room 22 Episode 5 - Polarized 24 Narrative Analysis 28 Spinning the Web 28 Narrative Elements 30 Storyworld 31 Major Characters 31 Narrative Interface 34 Environmental Storytelling 35 Player Impact 37 Reception 39 Proving The Marketer Wrong 39 Critics and Reviews 39 Awards 40 Conclusion and Final Thoughts 41 The Price 41 A New Benchmark 42 References 44 Appendix 1: Analytical Lens Example 45 3 Shaun Grose 0413934G Introduction Time and tide wait for no-one. In the real world, this truism is the subject of many works of traditional narrative. From classics such as H.G Wells’ 1895 novel The Time Machine, all the way to modern works like 2014’s The First Fifteen Lives of Harry August by Claire North, traditional media have explored time and the atypical movement and experiences of people through it. Within the popular Star Trek universe, for example, temporal paradoxes and time-travelling spaceships are used as plot devices on a regular basis . -
Universidade Federal Do Rio De Janeiro Centro De Filosofia E Ciências Humanas Escola De Comunicação
UNIVERSIDADE FEDERAL DO RIO DE JANEIRO CENTRO DE FILOSOFIA E CIÊNCIAS HUMANAS ESCOLA DE COMUNICAÇÃO AS FACES DA INTERATIVIDADE: UM ESTUDO DE CASO COMPARATIVO ENTRE O GAME THE WALKING DEAD E O PRODUTO EDITORIAL DIGITAL BOTTOM OF THE NINTH Vanessa Silva Raposo Rio de Janeiro/ RJ 2013 UNIVERSIDADE FEDERAL DO RIO DE JANEIRO CENTRO DE FILOSOFIA E CIÊNCIAS HUMANAS ESCOLA DE COMUNICAÇÃO AS FACES DA INTERATIVIDADE: UM ESTUDO DE CASO COMPARATIVO ENTRE O GAME THE WALKING DEAD E O PRODUTO EDITORIAL DIGITAL BOTTOM OF THE NINTH Vanessa Silva Raposo Monografia de graduação apresentada à Escola de Comunicação da Universidade Federal do Rio de Janeiro, como requisito parcial para a obtenção do título de Bacharel em Comunicação Social, Habilitação em Produção Editorial. Orientador: Prof. Ms. Paulo Roberto Pires de Oliveira Jr. Rio de Janeiro/ RJ 2013 R216 Raposo, Vanessa Silva As faces da interatividade: um estudo de caso comparativo entre o game The Walking Dead e o produto editorial digital Bottom of the Ninth / Vanessa Silva Raposo. 2013. 152 f.: il. Orientador: Profº Ms. Paulo Roberto Pires de Oliveira Júnior. Monografia (graduação) – Universidade Federal do Rio de Janeiro, Escola de Comunicação, Habilitação Produção Editorial, 2013. 1. Mídia digital. 2. Livro digital. 3. Jogos eletrônicos. I. Oliveira, Júnior, Paulo Roberto Pires de. II. Universidade Federal do Rio de Janeiro. Escola de Comunicação. IV. Título. CDD: 302.231 Aos meus pais, Roberto e Kátia, por serem os primeiros a me contarem histórias e assim me fazerem amar toda forma de ficção. Aos meus irmãos, Débora e Gabriel, por serem pioneiros em viverem-nas comigo.