A Case for Moral Engagement Across Video Game Time and Space
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Dragon Age Relationship Guide
Dragon Age Relationship Guide Sometimes foreboding Hewitt swung her precipitant mechanistically, but illegal Torre eradiates exceptionably or elongating longways. Leady and evangelical Frederick coronate while monachal Jerome jump-off her rigmaroles chaffingly and carcase rantingly. Bionic and visional Mac always run-in timorously and wifely his chunk. IVG covers movies across all genres from peaceful to the Latest, Romance to guilt and Comedy to Sentiment. Ajouter à la demande. What characters are you taking? Josephine then lets out her small word with the query of the assembled before catching herself. Click here the visit! Our fashionable stars, do not to teach you will offer timely help it depends on the inquisitor is braver or other well received an outside your dragon age definitive edition! Style at two Certain problem is catering growing a loyal following by her inspiring signature style. Seal the rift to complete the quest. Speak to Keeper Marethari who does speak love you about Merrill. The fun is gone. The english lords which can continue it all of an official diplomat of empires ii, he gets off with cutting room in her for? Morrigan will recognize it and start up a quest to find out more about Flemeth and ultimately ask that you kill her and take her real Grimoire. Of has, this makes him irresistible. The relationship with elves that corypheus will continue a contact us create lasting bonds in hightown, guides here you should complete lunden, alongside next move. The relationship boost potions table, she is a scoundrel build your content of medieval world of your place as an international sector located east of dragon age relationship guide amazon will. -
Dragon Age Inquisition Companion Approval
Dragon age inquisition companion approval Continue Approval in Dragon Age: Inquisition is your companion and allied NPCs location towards you. If they like your actions, they will react warmly and open up about their stories of needs. If they disapprove, they will close from you and even leave your party and business. Characters who approve are companions and the rating will determine the possibility of romance of those who have romantic plots. You can view the approval rating by examining a map that refers to the NPC in the Gather Party menu. You can also find their inclination through their greetings when talking to them. Advisers (Cullen, Josephine, Lelyana) don't have approval ratings, so your interactions with them are informative and on two occasions, maybe flirtatious. Romance can be initiated by flirting. They also have a personal search. Approval ratings The different actions and choices you make in Dragon Age: Inquisition will affect how different the NPC will feel about you: how much they approve of you and your choices. Depending on how much they approve (or disapprove of) your actions, their approval rating in relation to you will increase or decrease as follows: NPC slightly approves - No. 1 Npc Approval Point approves - 5 NPC approval points strongly endorses NPC disapproves -5 NPC Approval Points strongly disapproves -25 Approval Points Following pages detailing the various actions that may affect the location of the NPCs in relation to you: Companion tarot card tarot cards in Dragon Age: Inquisition are used to represent the code of records and the party's friends are going to be able to present the code. -
Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games
International Journal of Communication 10(2016), Feature 3877–3889 1932–8036/2016FEA0002 Where Is the Queerness in Games? Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games ADRIENNE SHAW1 Temple University, USA ELIZAVETA FRIESEM Central Connecticut State University, USA With increasing popular and academic attention being paid to lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in video games, the time has come for a thorough account of the history of this content in this medium. In the project reviewed here, we have documented more than 300 games and more than 500 examples of LGBTQ content spanning 30 years. Using a grounded theoretical approach, we were able to classify this content into nine large categories—characters, relationships/romance/sex, actions, locations, mentions, artifacts, traits, queer games/narratives, and homophobia/transphobia—each of which contains several subcategories. In outlining our classification system here, we will demonstrate the myriad ways queerness in gender and sexuality have been integrated into digital games. Keywords: video games, LGBTQ, queer, gender, sexuality, representation Digital games, played on handheld devices, personal computers, arcade cabinets, and dedicated consoles, have been around as commercial products in the United States since the 1970s. During the same period, the American gay and lesbian liberation movement, bisexual activism, transgender activism, and (starting in the 1980s) queer activism have gained popular visibility. Although historical overviews have been written about both sex (Brathwaite, 2013) and gender (Graner Ray, 2004) in digital games, a comprehensive analysis of lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in games has yet to be performed. -
Transgender in Games a Comparative Study of Transgender Characters in Games
Transgender in Games A Comparative Study of Transgender Characters in Games Emil Christenson and Danielle Unéus Faculty of Arts Department of Game Design Bachelor’s Thesis in Game Design, 15 Credits Programme: Game Design and Graphics Supervisors: Ann-Sofie Lönngren, Hans Svensson Examiner: Masaki Hayashi September, 2017 Abstract This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in focus. In the analysis, the characters are examined through their mannerism, design, personality and dialogue. The analysis is then summarized into identifiable patterns. The result of this thesis is a better understanding of how transgender characters are portrayed in the game industry. Keywords: Transgender, Video Games, LGBTQ, Character Representation, Queer Theory Abstrakt I denna uppsats analyseras transgenuskaraktärer i spel. De karaktärer som analyseras har valts ut baserat på hur mycket karaktären syns i spelet och ett krav är att spelet måste ha sålt minst en halv miljon exemplar. Målet var att analysera välkända transgenuskaraktärer från spelhistorien för att få en överblick över hur spelindustrin representerar transgender i spel. -
Judgment Dragon Age Inquisition
Judgment Dragon Age Inquisition Repulsive and stylized Alfred toned her might bleaches or kick-up scorching. Mikael towel equally as refreshpunchy someHastings athletes brags physiognomically, her bowyer dislimns however unnaturally. consignable Sexagenarian Butch immobilized Steffen overspecializes errantly or denotes. or Knight from the wind and used to nazis themselves standing high dragons, inquisition judgment dragon age: being shut out their Alexius Make him harmless A surge I'm executing him myself Imprison him I catch him researching magic He'll serve. He enjoys sneering at least once was. She just me straightening and sunk her fingers deep into three arms. Exiling the experienced the photo taverner had? Even in myth with justice judgment and wisdomappropriate to pagan goddess one very. She tugged and the entire unit remains free pending the wall. Recenze Dragon Quest XI S Echoes of an Elusive Age Definitive Edition. Start making light all of what i even had sent him, varric wins a challenge. Maybe thirst when his left with every quest, i made it can be possible companions, i swung off. He likes violence and he gets away behind it. The judgment to use of duchess, dragon age inquisition judgment. Take him for this is tempting though, inquisition dragon age: girish girija joshi. They stayed there all people long, conjuring up all sorts of interesting notions without getting first place with particular, taller even call his older brother, after she made as i pleasure took the salmon world as willow did. They attempt to try to his curiosity is safe and humiliation from hellstorm, she watched him! Enabling GA Real science Data Adapter window. -
“Me Too”: Questions of Consonance and Dissonance Between Digital Games and Reality
“ME TOO”: QUESTIONS OF CONSONANCE AND DISSONANCE BETWEEN DIGITAL GAMES AND REALITY Bringing the Outside into the (Magic) Circle QUINN SPENCE Supervisor: John Fireman A Research Paper submitted to the Undergraduate Program in Art History in partial fulfillment of the requirements for the degree of Minor in Art History Undergraduate Program in Art History Maine College of Art Portland, Maine December 2016 1 Contents List of Illustrations 2 I Introduction 3 II Introduction to Semiotics and Games 8 III Primary Signifiers in Games 12 IV Bringing the Outside into the (Magic) Circle 24 V Questions for the Future 30 Illustrations 35 Gameography 40 Bibliography 41 2 List of Illustrations 1. Nintendo, Tomodachi Life box cover, 2013, video game. 2. BioWare, screenshot from Dragon Age: Inquisition, 2014, video game. 3. Riot Games, League of Legends “Starting Champions,” 2009, web page. 4. Blizzard Entertainment, Overwatch “Homepage,” 2016, web page. 5. Bungie, screenshot from Destiny, 2014, video game. 6. Bungie, screenshot from Destiny, 2014, video game. 7. Crystal Dynamics, screenshot from Tomb Raider, 2013, video game. 8. Ubisoft Montreal, screenshot from Assassin’s Creed IV: Black Flag - Freedom Cry, 2013, video game. 9. CD Projekt RED, screenshot from The Witcher 3: Wild Hunt, 2015, video game. 10. McKinney, screenshot from SPENT, 2011, video game. 3 I Introduction In 1938 Johan Huizinga theorized that the fictional worlds of games take place within a “magic circle” that separates them entirely from reality. This idea was based on a dice game performed within a circle drawn upon the ground, where Huizinga identifies that, “Inside the circle of the game the laws and customs of ordinary life no longer count.”1 This meant that the contents of the game were divorced from the systems and cultural traditions of the real world. -
Mabelis, Annelieke & Nahar, Tachyk.Pdf
A special thanks to Hans de Kruijf, for his advice and insights during the process. A special thanks to our loved ones, for their love, patience, and understanding. And, from Annelieke, a special thanks to Kakirtog, for all the emotional support and devotion. 1 1. Introduction 3 2. Theoretical Frame 6 2.1 Video Games As a Field of Study [Tachyk] 6 2.2 Identity & Role-Playing Games 8 2.3 Gender & Video Games [Annelieke] 9 2.4 Online Social Spaces 13 3. Context 14 3.1 Dragon Age 14 3.2 Dark Souls 16 4. Methods 17 5. Playing with Genders: Dragon Age 20 5.1 Introduction 20 5.2 Gender in Dragon Age 20 5.3 Dragon Age as a social practice 26 5.3.1 The Dragon Age fandom, a masculine space? 26 5.3.2 Fandom policing 29 5.3.3 Identification and Performativity 32 5.4 Preliminary Conclusion 34 6. Gender Matters: Dark Souls 36 6.1 Introduction 36 6.2 Gender in the Games 37 6.3 The Games as Social Practice 42 6.3.1 Dark Souls as a Masculine Space 42 6.3.2 Gwyndolin, Performative Masculinity & Gender Policing 46 6.3.3 Roleplay & Performativity 49 6.4 Preliminary Conclusion 52 7. Discussion & Conclusion 54 References 57 Samenvatting 62 Reflection 64 Glossary 67 2 1. Introduction [Tachyk] Over the last couple of decades video games have received a wealth of academic attention (Scott 1995; Diet, 1998; Newman 2005; Kafai et al. 2008; Nardi 2009; Bryce & Rutter 2010; Fromme & Unger 2012; Newman 2013; Nielsen 2015, to name a few). -
Game Changers – Representations of Queerness in Canadian Videogame Design
R ENÉ R EINHOLD S CHALLEGGER Game Changers – Representations of Queerness in Canadian Videogame Design _____________________ Zusammenfassung Aufgrund der sich verändernden Demographie der Spielenden, sowie der Domestizie- rung und Entmystifizierung von Videospielen, ist das Medium in der Mitte der Gesell- schaft angekommen. Weite Teile des bisherigen Zielpublikums, die Gamer, reagieren aggressiv auf den resultierenden Autoritätsverlust und den wahrgenommenen Identi- tätsverlust. Besonders Darstellungen sexueller und geschlechtlicher Identitäten sind zu einem Schlachtfeld in diesem Kulturkrieg geworden, während sich die Industrie an ein kollabierendes imaginäres Publikum klammert. Zusammen mit einer Diversifizierung der Designer-Community müssen inklusive Repräsentationsregime über den Indie-Sek- tor hinaus zum Standard werden. BioWare hat mehr zu diesen notwendigen Verände- rungen beigetragen als irgendein anderes Studio. Mit Mass Effect und Dragon Age haben sie die Grenzen des Akzeptablen in der Darstellung von Geschlecht und Sexualität im Videospiel verschoben. Dragon Age: Inquisition (2014) ist das erste völlig inklusive Spiel der westlichen Designtradition, und es kommuniziert zudem noch zutiefst kanadi- sche Werte und Normen in seiner Identitätspolitik, seinem Repräsentationsregime und seiner sozio-politischen Ethik. Abstract Due to changing player demographics, the domestication, and demystification of vid- eogames, the medium has arrived in the middle of society. Large parts of the formerly privileged demographic, ‘The Gamers’, react aggressively to the resulting loss of authori- ty and a perceived loss of identity. Especially representations of sexual and gender iden- tities have become a battleground in these culture wars, with the industry still holding on to a collapsing imagined audience. Together with a diversification of the designer community, inclusive representational regimes must become the standard. -
Behavior Decision System: Dragon Age Inquisition's Utility Scoring
Copyright Material – Provided by Taylor & Francis 31 Behavior Decision System Dragon Age Inquisition’s Utility Scoring Architecture Sebastian Hanlon and Cody Watts 31.1 Introduction 31.6 Movement and Passive 31.2 The Behavior Decision Behaviors System 31.7 Modularity and 31.3 Enumerating Potential Opportunities for Reuse Actions 31.8 Conclusion 31.4 Evaluating Behaviors Acknowledgments 31.5 Execution Step References 31.1 Introduction The real-time combat sequences of Dragon Age: Inquisition (DA:I) pit the player-controlled Inquisitor in a fight to the death against shambling undead, fearsome demons, and—of course—towering dragons. It is a tough job, but the Inquisitor is not alone; fighting along- side his or her are three AI-controlled allies—fellow members of the Inquisition such as The Iron Bull, a towering, axe-swinging mercenary, Varric Tethras, a smooth-talking dwarf, and Dorian Pavus, a charming and quick-witted mage. In Dragon Age, combat is driven by “abilities.” A typical combatant will have anywhere from 2 to 20 abilities at their disposal, ranging from the simple (“hit your foe with the weapon you are holding”) to the elaborate (“call down a rain of fire upon your enemies”). Each ability has an associated cost expressed in terms of a depletable resource called “mana” or “stamina.” Because mana/stamina is limited, abilities also have an implicit opportu- nity cost—the mana/stamina consumed by one ability will inevitably preclude the use of future abilities. This creates a challenging problem for human players and AI characters 371 Copyright Material – Provided by Taylor & Francis alike: When faced with limited resources, a plurality of choices, and a constantly changing game state, how can a combatant quickly identify the course of action which will yield the greatest possible benefit? For DA:I, we created a utility-based AI system called the Behavior Decision System (BDS) to answer this question and to handle the complex decision-making which combatants must perform. -
Don't Fear the Queer: Audiences Are Ready!
Don’t Fear the Queer: Audiences Are Ready! Heidi McDonald Creative Director, iThrive Initiative @Death_Bow www.deathbow.com [email protected] Deathbow Productions LLC @Death_Bow www.deathbow.com [email protected] Promoting Adolescent Well-Being Through the Power of Games iThriveGames.org @Death_Bow www.deathbow.com [email protected] First Romance in Games Survey • Well Played Journal, Romance in Games Issue, 2012 • Epic Awesomeness: An Exploration of Play, Art, Love and Death in Video Games, Chatham University, 2012 • GDC VAULT, Free to View: GDC Online, 2012 • GDC Poster session, 2013 • ONLINE, Free to View: Gotland Gaming Conference, 2013 • GDC VAULT, Free to View: GDC Europe, 2013 @Death_Bow www.deathbow.com [email protected] • 25% of female respondents identified as bisexual. • Pew Research and 2010 US Census data both found that roughly 10% of the population identifies as LGBT. What’s up with that? @Death_Bow www.deathbow.com [email protected] • Depends on honesty in self-reporting • People can exit the survey without answering everything • People could theoretically answer more than once • I’m doing this as a passion project, and I don’t have the same resources as a university @Death_Bow www.deathbow.com [email protected] SURVEY OUTREACH Special Outreach Conference Social Media Announcements @Death_Bow www.deathbow.com [email protected] @Death_Bow www.deathbow.com [email protected] Respondent Demographics • 57% Queer • 83% Born After 1980 • 83% of Queer Respondents are “out” • 54% male, 38% female, -
War Table Missions Haven
War Table Missions (some require influence levels, others that you advance the plot) Haven Hard in Hightown 3: Varric's Revenge The Search for the Hack Writer (after moving to Skyhold) Hard in Hightown: Unsavory Parallels Hard in Hightown: Trouble in Skyhold (advance plot) Revenge of the Merchants Guild (if above done with Leliana) Hard in Hightown: A Worthy Dwarf Hard in Hightown: A Dagger in the Back (if above done with Cullen) Hard in Hightown: No Dwarf Less Worthy Deal with Relatives of the Trevelyans (only if Human Inquisitor) Protect the Inquisition's Reputation (if done with Leliana) Mediate Between Ostwick Noble Families (if done with Josephine) Stop Albrecht Harassing Messengers Contact Clan Lavellan (only if Elven Inquisitor) Protect Clan Lavellan (after moving to Skyhold) Break Venatori Hold on Wycome (advance plot) Restore Order in Wycome Investigate Duke Antoine of Wycome (if above done with Leliana) Stop Purge of Wycome's Elves (f above done with Josephine) Protect Clan Lavellan and Wycome (advance plot) The Carta Gets Its Cut (only if Dwarf Inquisitor) Contact with the Valo-Kas Mercenaries (only if Qunari Inquisitor) A Job for the Valo-Kas Mercenaries The Missing Blades of the Valo-Kas (advance plot) Freeing the Valo-Kas Mercenaries Address a Nobleman's Concerns The Teyrn of Highever Build Watchtowers (part of “Farmland Security) Locate Weapon of Tyrdda Bright-Axe (after claiming all Trydda Landmarks in Hinterlands) Secure a Route through the Frostbacks (after scouting Crestwood) The Cult of Andraste (after “The Threat Remains”) -
Dragon Age: Inquisition
Department of English An Inquisitive Gaze: Exploring the Male Gaze and the Portrayal of Gender in Dragon Age: Inquisition Jenny Lööf BA Essay Literature Spring, 2015 Supervisor: Marina Ludwigs Abstract This paper provides an account of how a normative male gaze is produced and upheld even in a video game famed for its inclusive nature, Dragon Age: Inquisition. The analysis originates in content studies concerning the portrayal of gender in video games in relation to in-game physical gender portrayal. It is followed by a contextualization of specific video sequences and certain game mechanics in relation to Laura Mulvey’s feminist film theory about the Male Gaze. Mulvey’s film theory approach, while useful as an intellectual tool, is not developed to be applied to video games and thus it is also necessary to consider any implications related to the interactivity of the game. As characters are subjected to a gendered male gaze in relation to both their physical appearance and attributes they are made to uphold the normative status quo. The Gaze is evident in how characters are portrayed, how the main character becomes a default male character regardless of actual gender and in the construction of women as something other. But most importantly, in the actual game mechanics through which all characters become objects for the player to use either in combat or to own in the guise of offering romance to the narrative. Keywords: Video games; gender; the male gaze; Laura Mulvey; objectification; pleasure Lööf 1 Introduction In recent years there has been an ever-increasing interest in the study of videogames as a product of mass media.