Roles of female video game characters and their impact on gender representation. Author: Paulina Ewa Rajkowska Thesis Supervisor: Else Nygren Master's Thesis Submitted to the Department of Informatics and Media Uppsala University, May 2014 For obtaining the Master's Degree of Social Science In the field of Media and Communication Studies Table of Contents Abstract ...................................................................................................................................... 4 1. Introduction .................................................................................................................... 5 2. Background Information ................................................................................................ 5 What are video games? .................................................................................................. 5 Important terms .............................................................................................................. 7 Evolution of games ......................................................................................................... 8 3. Literature review: ......................................................................................................... 12 Media Effects: .............................................................................................................. 12 The concept of Gender ................................................................................................. 13 Gender in video games ................................................................................................. 14 Female Players ................................................................................................. 14 Females within video games ............................................................................ 15 4. Theoretical framework ................................................................................................. 17 Considered theories ...................................................................................................... 17 G.H Mead ..................................................................................................................... 19 Erving Goffman ............................................................................................................ 21 Applicability of theories within the study .................................................................... 25 5. Purpose of this study .................................................................................................... 25 6. Research question: ........................................................................................................ 26 7. Methodology: ............................................................................................................... 26 Study Method ............................................................................................................... 27 Study limitations .......................................................................................................... 27 Choice of Material ........................................................................................................ 28 Cultural Background ........................................................................................ 28 Choice of media ............................................................................................... 29 Genres ........................................................................................................................... 30 What is a genre? ............................................................................................... 30 Genre classification .......................................................................................... 31 Genres in this study: ......................................................................................... 32 Roleplaying games ........................................................................................... 32 2 Particular media chosen: .............................................................................................. 33 Choice of games: .............................................................................................. 33 Choice of Let’s Plays ....................................................................................... 35 Content Analysis .......................................................................................................... 35 Analytical procedure: ................................................................................................... 36 8. Analysis ........................................................................................................................ 38 Character descriptions .................................................................................................. 38 Protagonists ...................................................................................................... 38 Support ............................................................................................................. 46 Themes ......................................................................................................................... 54 Appearances ..................................................................................................... 55 Similar setting, different behaviour .................................................................. 55 Independence – dependence ............................................................................. 56 Violence ........................................................................................................... 58 Character development ..................................................................................... 59 Expressions given vs given off ......................................................................... 60 Assessment of the theoretical approach: ...................................................................... 60 9. Discussion .................................................................................................................... 61 Glossary: ................................................................................................................................... 64 Appendix : code list .................................................................................................................. 65 References: ............................................................................................................................... 66 Literature ...................................................................................................................... 66 Games ........................................................................................................................... 74 Let’s Plays .................................................................................................................... 76 3 Abstract Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introduces the category of role as an important factor for character representation based on the use of theoretical frameworks of symbolic interactionism, more particularly dramaturgical approach of E. Goffman. She then further proceeds with a qualitative discourse analysis of both protagonist and support characters from 22 different games. The author finds that there is a visible difference within the manners females are presented depending on their role. Lead characters are more likely to be strong, independent and self-sufficient whereas support characters most often require immediate help, are dependent on others and are more likely to be abused. Presented results can account for some of the variety in prior research and they open the field of video game studies to possibly new research topics. KEYWORDS: gender, video games, content analysis, role, dramaturgical approach, qualitative 4 1. Introduction Entertainment is an important part of everyday life. On average, people spend around 20% to 40% of their free time engaging in leisure activities (Csikszentmihalyi 1997). In the 1990s that time consisted mostly of watching television but in recent years video games have substantially altered that situation. Current research shows that 58% of Americans play video games on a regular basis and 51% of American households own at least one dedicated game console. It also highlights that 49% of those playing games in an increased capacity have decreased their usage of TV as well as other forms of media entertainment (ESA 2013). Games have in recent years spread beyond the reach of the households and their introduction to mobile devices has made them available for use at all times without spatial limitations. This sudden growth spur has caused a lot of concern over the possible impact of video games upon their users. Possible immediate effects have been thoroughly studied (Anderson, Bushman 2001, Eck
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