scholarly journals Horizon Zero Dawn: The Educational Influence of Video Games in Counteracting Gender Stereotypes

Author(s):  
Dalila Forni

This paper argues that narrative video games have a potential educational benefit in counteracting stereotypes and promoting gender equality. In particular, the study focuses on a specific video game, Horizon Zero Dawn (2017). Firstly, this paper analyses the traditional female models promoted in video games and their influence on the construction of gender ideals. Then, Horizon Zero Dawn is explored, paying attention to the representation of femininity and masculinity within the game, as it emerges through its main characters and their interactions within the narrative. Thecontribution analyses a specific case study in order to investigate the potential influence of non-stereotyped narrative video games on the perception of gender norms.

2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


2018 ◽  
Vol 18 (3) ◽  
pp. 189-207 ◽  
Author(s):  
Marie Juul Petersen

Based on a case study of Islamic Relief Worldwide (IRW), this article analyses organizational processes of norm translation, asking how IRW understands and employs global norms of gender equality. Approaching IRW as an organization positioned in between two different normative environments, the analysis explores the ways in which it seeks to align different sets of norms, balance between different kinds of expectations and create resonance with different audiences. In these processes, actors make use of a range of different strategies, including bridging, thinning and parallel co-existence, testifying to the complexities involved in translating organizational norms.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


Author(s):  
Morgan Richardson ◽  
Richie Roberts

Previous research has demonstrated that empowering women in developing nations has been shown to enhance agricultural productivity and rural development. Although women in Southeast Asia are often considered to be more empowered than in other parts of the world, in Thailand, women still experience persistent barriers to gender equality. In response, this case study examined the positionality of women in Thailand’s agricultural sector by describing their underlying beliefs and values regarding their careers. As a result, three distinct themes emerged: (1) dichotomous gender roles, (2) the perpetuation of gender stereotypes, and (3) positive perceptions and beliefs in gender equality and women’s abilities. The findings illuminated that despite having a distinctly positive perception of themselves and their abilities, women internalize prescribed gender stereotypes in the agricultural industry in Thailand. Such views appeared to impede the participants’ sense of empowerment in the agricultural workforce. Moving forward, we recommend that extension professionals design programming to empower women in Thailand by tailoring professional development opportunities based on regional differences in regard to gendered customs, norms, and traditions. Further, additional research should be conducted to distill the specific topic areas that could be used to stir critical reflection and action among women in Thailand’s agricultural sector. Keywords: agricultural development; gender equality; Thailand; women empowerment


2019 ◽  
Vol 25 (2) ◽  
Author(s):  
Sean Atkinson

In this article, I explore the analytical potential of musical topics and tropes in the study of video game music. Following Neumeyer (2015), Almén (2008), and Hatten (1994), I establish a methodology with which to approach musical topics in video game music. By way of a case study, I begin by defining the soaring topic through a historical and cultural examination of flying in cinema and video games. Flying, and more specifically soaring, has been a staple in film from the earliest days of cinema, and the music that accompanies it is also found in video games that prominently feature flying. I then engage the music of flying sequences in two specific video games, Final Fantasy IV (1991) and The Legend of Zelda: Skyward Sword (2011). The resulting analyses demonstrate that this approach helps to unpack the complex narratives found in video games.


2011 ◽  
Vol 13 (8) ◽  
pp. 1373-1388 ◽  
Author(s):  
Carolyn Cunningham

Educational programs designed to bridge the digital divide for girls often aim to increase girls’ technological literacy. However, little research has examined what aspects of technological literacy are highlighted in these programs. In this article, I provide a case study of a video game design workshop hosted by a girls’ advocacy organization. Through observations, interviews, and analysis of program materials, I look at how the organization conceptualizes technological literacy as contributing to gender equality. I compare this conceptualization to how technological literacy was taught in the classroom. Finally, I draw on situated learning theory to help explain how girls responded to the class. In the end, both the organization’s limited notion of how technological literacy could increase gender equality as well as gender and race differences between the teachers and the girls influenced girls’ participation in the workshop.


Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 129
Author(s):  
Xiaozhou Li ◽  
Zheying Zhang ◽  
Kostas Stefanidis

Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.


Author(s):  
Christoffer Mitch C. Cerda

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.


2018 ◽  
Vol 43 (4) ◽  
pp. 185-195 ◽  
Author(s):  
Kelli Wood ◽  
David S. Carter

AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are situated in a humanistic approach to the field of game studies as the article draws on the relevance of methods from art history and film studies.


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