Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
The study is meant to describe the evolution of American short-story writing with patterns where visual images have become central and not peripheral for the understanding of stories. Hemingway's use of objective cor...The study is meant to describe the evolution of American short-story writing with patterns where visual images have become central and not peripheral for the understanding of stories. Hemingway's use of objective correlatives was a trace mark, and the literary editors at The New Yorker urged their writers to slow down the emphasis on movement and plot in order to recreate a certain mood which would favour the perception of objects, anecdotes, and details. The impressionistic device works very much in the same way that an advertisement would do. It is meant to persuade the audience. The apparently non-commitant vision of reality shows in fact the author's point of view. The apparent simplicity is meant for a very wide audience and its deepest meaning suggests the scope of the particular visual aids working at the deepest level of consciousness展开更多
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture
文摘The study is meant to describe the evolution of American short-story writing with patterns where visual images have become central and not peripheral for the understanding of stories. Hemingway's use of objective correlatives was a trace mark, and the literary editors at The New Yorker urged their writers to slow down the emphasis on movement and plot in order to recreate a certain mood which would favour the perception of objects, anecdotes, and details. The impressionistic device works very much in the same way that an advertisement would do. It is meant to persuade the audience. The apparently non-commitant vision of reality shows in fact the author's point of view. The apparent simplicity is meant for a very wide audience and its deepest meaning suggests the scope of the particular visual aids working at the deepest level of consciousness