Repozytorium PJATK

Female characters in video games: guide to character desing

Repozytorium Centrum Otwartej Nauki

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dc.contributor.author Płocińska, Katarzyna
dc.date.accessioned 2022-11-04T07:38:30Z
dc.date.available 2022-11-04T07:38:30Z
dc.date.issued 2022-11-04
dc.identifier.issn 2018/M/KM/5
dc.identifier.uri https://repin.pjwstk.edu.pl/xmlui/handle/186319/1982
dc.description.abstract With the growing popularity of video games certain issues are created by them, and, more precisely, by the people designing them and the companies that produce them. The purpose of this study is to analyze some of these problems that directly relate between video games and gender roles, more specifically the over sexualized and stereotypical designs of females in games. This analysis is based on case studies of a variety of games, these being presented alongside my personal findings and examination of literature that concerns the topic. This analysis will point out the differences between a well-thought out and designed female character and ones that are merely created as ornaments. Throughout this dissertation, I will be pointing out the differences between protagonist females and supporting roles, and how there is not just a visual difference between the two. This analysis is to present, that female protagonists are more likely to have a strong and willful manner, while still lacking strength in visual depiction. Having female protagonists is still focused on objectified imagery of sexuality in the majority of productions. However, supporting female characters usually follow the trope of ‘damsel in distress’, normally having to be saved by the player. Some of them are wholly designed within the role of simply being there so the players can abuse them, others are there as a reward for players to collect. In the next part of my work I move onto an in-depth analysis of the industry ‘standards’, which disregard female characters and I argue that instead of conforming to these standards, designers could prevent the harrowing effects of these rules and expectations, not just in game but in real life. This leads me to a conclusion that these are simply archaic/outdated sentiments of a ‘women's role’ in video games. This is not only shown in games, but across most media, and, what is more, such harmful representations blur the lines between fantasy and reality. In the end, it is important to point out that having a female whose form also fits her intended purpose and role brings positivity to the games and players, as well as allowing female audience to be more involved in video game production. pl_PL
dc.language.iso en pl_PL
dc.relation.ispartofseries ;4789
dc.subject character Design pl_PL
dc.subject Video games pl_PL
dc.subject Gender pl_PL
dc.subject industry standards pl_PL
dc.title Female characters in video games: guide to character desing pl_PL
dc.title.alternative Game prototype: Hope pl_PL
dc.title.alternative Postaci żeńskie w grach komputerowych: Przewodnik po projektowaniu postaci pl_PL
dc.title.alternative Prototyp gry: Hope pl_PL
dc.type Thesis pl_PL


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