SOOT a Case Study on Women and Video Games

 

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Detaylı Bibliyografya
Yazarlar: Céspedes Vindas, Adriana, Martínez Toledo, Yanet, Mora Zamora, Rodolfo
Materyal Türü: artículo original
Durum:Versión publicada
Yayın Tarihi:2024
Diğer Bilgiler:The way in which certain groups are represented in the audiovisual media is important. Video games, as an immersive multimediaresource, are not exempt from gender stereotypes. The purpose of this article is to describe the methodology to create characters for the Costa Rican video game SOOT. To do this, a methodological process of compilation and theory on the subject in the narrative area was followed. Then, using examples from the video game, the design methodology is described, a mixture derived from Ellis and Bratman’s models. In addition, the archetypes of the female characters, the game, and the hero’s journey among the main characters are explored from a narrative perspective. It is important to explore more this topic with other case studies to improve the representation not only of women but also of other minorities in video games.
Ülke:Portal de Revistas TEC
Kurum:Instituto Tecnológico de Costa Rica
Repositorio:Portal de Revistas TEC
Dil:Español
OAI Identifier:oai:ojs.pkp.sfu.ca:article/7180
Online Erişim:https://revistas.tec.ac.cr/index.php/comunicacion/article/view/7180
Anahtar Kelime:Video games
archetypes
narratives
genre
Literature
Videojuegos
arquetipos
narrativas
género
Literatura