Töfrahringurinn.Pdf

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Töfrahringurinn.Pdf Að máta töfrahringinn: Kynjamannfræðileg nálgun á frásagnamynstur einspilunarleikja og sýndarsjálf spilara í þeim Karitas Witting Halldórsdóttir Lokaverkefni til MA-gráðu í mannfræði Félagsvísindasvið Að máta töfrahringinn Kynjamannfræðileg nálgun á frásagnarmynstur einspilunarleikja og sýndarsjálf spilara í þeim Karitas Witting Halldórsdóttir Lokaverkefni til MA-gráðu í mannfræði Leiðbeinandi: Sigríður Dúna Kristmundsdóttir Félags- og mannvísindadeild Félagsvísindasvið Háskóla Íslands Júní 2016 Ritgerð þessi er lokaverkefni til MA-gráðu í mannfræði og er óheimilt að afrita ritgerðina á nokkurn hátt nema með leyfi rétthafa. © Karitas Witting Halldórsdóttir 2016 Reykjavík, Ísland 2016 Útdráttur Rannsóknin leitast við að skoða tölvuleikjamenningu sem kynjað rými og er markmið hennar að skoða hvernig sú kynjun endurspeglast í sjálfsskilningi spilara og ímyndasköpun tölvuleikjamenningar. Ritgerðin byggir á tveimur rannsóknaraðferðum, annars vegar innihaldsgreiningu á 28 sögudrifnum einspilunarleikjum (e. single player games) frá árunum 2000-2013 og hins vegar hálfstöðluðum viðtölum við 17 tölvuleikjaspilara. Niðurstöður innihaldsgreiningarinnar staðfesta fyrirliggjandi þekkingu sem leitt hefur í ljós að ímyndasköpun tölvuleikja einkennist af kynjaskekkju þar sem spilanlegar persónur eru að miklum meirihluta karlkyns. Greiningin sýnir fram á endurtekið viðfangsefni tölvuleikja sem á margt sameiginlegt með uppbyggingu goðsagna. Frásögnin fjallar um hetju sem þarf að koma á jafnvægi í samfélagi sínu með því að undirgangast manndómsvígslu. Viðtölin sýndu að viðmælendum þótti mikilvægt að geta samsamað sig tölvuleikjapersónum og þar var kyn ákjósanlegasti grundvöllur samsömunar. Karlar eru almennt líklegri en konur til að flakka milli kynja í vali sínu á tölvuleikjapersónum. Vegna ríkulegs framboðs af karlpersónum í tölvuleikjum er hugsanlegt að karlar leiti að tilbreytingu í kvenpersónum en konur kjósi heldur samsömun við eigið kyn þegar það stendur til boða. Heildarniðurstöður viðtalanna benda til þess að karlar njóti meira frelsis innan tölvuleikjamenningar heldur en konur. Birtist það meðal annars í nálgun viðmælenda að tölvuleikjapersónum og skynjun þeirra á eigin stöðu innan tölvuleikjamenningar. Abstract This thesis seeks to understand video game culture as a gendered space by looking at the narrative constructs of video games and the identities of players. Findings are based on two research methods, a structured narrative analysis of 28 story- driven video games released between 2000-2013, and semi-structured interviews with 17 players. Results from the content analysis confirm previous findings suggesting that gender portrayal within video games is heavily biased toward males who comprise the majority of playable characters and protagonists. The analysis demonstrates a repeated narrative structure that centers on a hero who must ensure a social equilibrium by undergoing a rites of passage. The interviews suggest that players find it important to be able to identify with their character, gender being the most popular basis for identification. Men are generally more likely than women to switch genders when choosing a character or avatar. It is possible that men‘s gender swapping is in part due to the rich supply of male characters in video games, so that a female character becomes a welcome change. Women on the other hand emphasize gender based identification in characters. Overall results suggest that men generally enjoy more mobility and freedom within gaming culture than women. This is demonstrated by how participants evaluate their own position within gaming culture and approach character creation. Formáli Verkefni þetta er hluti af 120 eininga meistaranámi í mannfræði og er það metið til 60 eininga. Leiðbeinandi verkefnisins var dr. Sigríður Dúna Kristmundsdóttir. Hjartans þakkir vil ég færa viðmælendum mínum fyrir þátttöku sína og fyrir að góðfúslega leggja mér lið. Sérstaklega langar mig að þakka Sigríði Dúnu fyrir handleiðslu sína og að vera mér til halds og trausts við vinnslu þessa verkefnis. Foreldrum mínum er ég einstaklega þakklát fyrir ómældan stuðning þeirra og aðstoð. Af öllu hjarta langar mig að þakka Andra, meðspilara mínum, fyrir að vera alltaf með mér í liði. Efnisyfirlit Inngangur ................................................................................................................. 7 1 Kenningar og staða þekkingar .......................................................................... 12 1.1 Leikir: Margvísleg nálgun í mannfræði og félagsvísindum ........................... 12 1.2 Upphaf tölvuleikjafræða ........................................................................................ 18 1.3 Femínísk tölvuleikjafræði....................................................................................... 21 1.4 Tölvuleikir sem menning ........................................................................................ 27 1.5 Kyn og hegemónía í tölvuleikjamenningu ......................................................... 31 1.6 Spilarinn og sýndarsjálfið ....................................................................................... 38 2 Vettvangur ........................................................................................................ 43 3 Innihald og frásagnarform tölvuleikja ............................................................. 47 3.1 Úrtak ............................................................................................................................ 47 3.2 Kenningar ................................................................................................................... 49 3.3 Aðferð .......................................................................................................................... 54 3.4 Etnógrafía og greining ............................................................................................ 55 3.5 Samantekt .................................................................................................................. 70 4 Spilarar tölvuleikja ............................................................................................ 73 4.1 Aðferð og kenningarleg nálgun ............................................................................ 73 4.2 Bakgrunnur og félagslegt umhverfi viðmælenda ........................................... 75 4.3 Innlifun og ánægja ................................................................................................... 77 4.4 Sýndarsjálfið .............................................................................................................. 81 4.5 Að vera „gamer” ....................................................................................................... 89 4.6 Samantekt .................................................................................................................. 93 5 Niðurstöður ....................................................................................................... 97 Heimildir .............................................................................................................. 103 Viðauki ................................................................................................................. 116 Inngangur Viðfangsefni þessarar ritgerðar er tölvuleikjamenning sem kynjað rými, eins og hún birtist í ímyndasköpun tölvuleikja og upplifunum tölvuleikjaspilara. Ég vil byrja á því að gera grein fyrir því hver aðkoma mín er að viðfangsefninu og af hverju ég hef ákveðið að fjalla um það. Í rannsóknum mannfræðinga er lögð áhersla á sjálfrýni (e. reflexivity) og litið svo á að rannsakandinn komi með ýmisskonar bagga inn í rannsóknina eða sé óhjákvæmilega flæktur í efnið á einhvern hátt. Áhrif rannsakandans geta komið fram á öllum stigum rannsóknar alveg frá því að efni er valið og þangað til að niðurstöður eru kynntar. Rannsakandinn getur aldrei verið fullkomlega utan við efnið eða algjörlega hlutlaus. Sjálfsrýni er tilraun rannsakandans til þess að staðsetja sjálfan sig í rannsókninni, skýra aðkomu sína að efninu og gera hreint fyrir sínum dyrum, ef svo mætti að orði komast (Davies, 1999: 58). Aðdraganda þessa meistaraverkefnis má rekja til vormánaða 2012 en þá gusu upp miklar deilur og átök um hugmyndir innan tölvuleikjamenningar sem tröllriðu samfélagsmiðlum og netheimum. Lengi hafði ríkt óánægja með það hvernig karllægar áherslur tölvuleikjaiðnaðarins útilokuðu spilara sem voru kvenkyns, hinsegin og ekki hvítir. Í tölvuleikjamenningu höfðu karllægar áherslur gert vart við sig á netspjallborðum, á tölvuleikjaráðstefnum og ekki síst í tölvuleikjunum sjálfum. Nú sveif einhvers konar femínísk bylgja yfir vötnunum sem hratt af stað tímabærri umræðu um kynjaskekkju, gagnkynhneigðarhyggju og rasisma í tölvuleikjum. Þessi umræða hafði töluverð áhrif á mig sem tölvuleikjaspilara því hún setti upplifun mína í ákveðið samhengi og skýrði af hverju ég sem stelpa átti oft og tíðum erfitt með að finna samleið með tölvuleikjum sem miðli og menningu. Femíníska bylgjan hélst að mörgu leyti í hendur við framrás öðruvísi „indie“- leikja, og þá er ekki átt við retróvæðingu nostalgískra smáframleiðenda, heldur tölvuleiki á jaðrinum sem leituðust við að breyta leikjaforminu og ögra viðteknum hugmyndum um hvernig „alvöru“ tölvuleikur skyldi vera. Framleiðendur þessara tölvuleikja voru konur, transfólk, hinsegin og kynsegin einstaklingar sem stungu í stúf við hefðbundnu hugmyndina um hinn hvíta, gagnkynhneigða karlkyns spilara sem nú notuðu tölvuleikjaformið til þess að skapa sinn eigin stíl og
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