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Title: THE GRIPS OF FANTASY:


1
THE GRIPS OF FANTASY
  • FEMALE CHARACTERS IN COMPUTER GAMES

2
"We may be toying with the body when we play, but
we remain flesh as we become machines."
  • Lahti (2003 169)

3
ABSTRACT
  • Videogames have become a huge success in
    contemporary pop culture, both as ludic devices
    and as narrative instruments. Because of their
    immense popularity they are also the didactic
    means in which a number of social constructs are
    spread and perpetuated. This is particularly true
    in the case of Diablo and World of Warcraft, two
    games produced by Blizzard Inc. This study uses a
    hybrid method to study both games as texts,
    combining Faircloughs (2003) approach to
    critical discourse analysis and Corpus
    Linguistics. The main Corpus was compiled by
    gathering texts about the characters in these two
    computer games, and their accompanying visual
    representations, from a) official Blizzard
    websites and b) user-edited websites and forums.
    Further data was gathered through the application
    of a questionnaire about male and female
    characters in these two games to 50 participants,
    and by playing each game and recording in-game
    interactions with non-playing characters and with
    other players. The linguistic data was examined
    using a concordancer, and then analysed following
    Faircloughs (2003) approach. The devised
    methodology makes a strong emphasis in the
    correlation of linguistic and visual data.
    Through this correlation and analysis it was
    determined that there is a strong discourse of
    gender difference operating within these two
    games.

4
BACKGROUND
  • 1.  What Is A Computer Game?
  • 2. What Type Of Computer Games Are Diablo And
    Wow?
  • 3. How Do RPG and MMORPG Fit into The Field Of
    Computer Mediated Communication ?
  • 4.  Can CG be Studied as Texts?
  • 5. How Is Gender Socially Constructed? The
    Social Constructionist Theory
  • 6. What Are Some Issues in the Representation
    of Women During the Production and Marketing of
    CG as Media?
  • 6.1 The Issue Of Invisibility
  • 7. Who Is The Ideal Cg Player/Consumer,
    And How Is This Subject Position Of An Ideal
    Gamer Constructed In Mainstream Media?
  • 8.       How Is The Femininity Of Female
    Characters Signified Through Signs And Symbols?
  • 9. How does this Signification Affect Character
    Appeal and Gameplay?

5
I continue to believe that one should not
characterize linguists or researchers of any
kind, in terms of a single favourite tie to
reality ( ) I would like to see the day when we
will all be more versatile in our methodologies,
skilled at integrating all the techniques we will
be able to discover for understanding this most
basic, most fascinating, but also most elusive
manifestation of the human mind.
  • (Chafe 199296 in Hardt-Mautner19951)

6
METHODOLOGY
  • 1. Why Use Corpora As A Tool For The CDA Of CMC?
  • 1.1 What is CDA?
  • 1.2 What is A Corpus? Why Use Corpora To
    Study CMC?
  • 2. Data-Collection Instruments And Development
    Of Procedures Practical Constraints
  • 3. The Sample (Overview)
  • 4. Methodology Of Data Collection
  • 4.1 Questionnaires
  • 4.2 Recruitment Of Participants
  • 4.3 Questionnaire Application Procedure
  • 4.4 On Line Texts
  • 4.5 Requesting Permission To Use Online Data
  • 4.6 Procedure For Official And Unofficial
    Websites
  • 4.7 Images
  • 4.7.1 Images Found In Websites.
  • 4.7.2 In-Game Images And Interactions
  • 4.7.3 Videos
  • 4.8 Online Forums
  • 4.9 Data Selection From Forums

7
Methods Of Data Analysis
  • 5.1 Corpus
  • A suitable concordancer (AntCon version 3.2.0)
    was downloaded and tested. This concordancer
    only had to provide me with concordance lines of
    selected node words, as grammatical categories
    will not be directly relevant to this study.
  • I obtained quantitative results by using key node
    words related to gender (he, she, him, her) as
    well as character names. These results provided
    some insights into the number of male and female
    characters and their relative importance in the
    texts. These searches were performed using both
    the full Corpus, as well as separate parts of it
    (only Blizzard-produced texts, or only
    Questionnaire answers, for example).
  • More node words were selected and found using the
    concordancer. Random concordance lines were
    selected for analysis, depending on the amount of
    data obtained in each search.
  • From these concordance lines information was
    obtained on what is central and typical in the
    texts contained in the corpus. We found, for
    example, what words usually accompany the third
    person pronoun she as opposed to its masculine
    counterpart. Concordance lines were annotated
    where necessary.
  • The concordance lines provided by the Corpus were
    examined to find regularities and patterns.
  • The adjectives produced by questionnaire
    respondents were classified into two lists one
    for all male characters and one for all female
    characters.
  • A representative random sample of images from the
    corpus was selected for general as well as
    detailed analysis.
  • 5.2 Additionally, qualitative information was
    drawn from the following
  • Playing both games, and keeping note of other
    texts and images contained in them (these were
    added to the corpus as a separate section).
    NOTE I had not played either of these games
    prior to this stage. I had, however, played
    other games that use the same type of interface,
    so as to train myself in the use of the
    controls and not be distracted by these
    technicalities during gameplay.
  • Keeping notes of gamer-gamer in-game interactions
    (by means of taking screenshots whenever
    possible).
  • Playing both games using both male and female
    characters, and taking notes of other players
    reactions to my avatars appearance (by means of
    taking screenshots, whenever possible).
  • Keeping record of my own reactions and experience
    when trying out these games. Keeping record of
    ones impressions has been criticized as a
    technique for its apparent lack of objectivity.
    Other researchers, however, feel it is better to
    keep accurate and systematic record of ones
    impressions, and they feel this can provide very
    detailed insights into the participants
    perspective that some research might otherwise
    lack. This information can also be very useful
    for comparing notes is this piece of research
    is replicated.

8
RESULTS
  • 1. 1 . Frequency in Diablo

9
Frequency of Male and Female Pronouns in Diablo
Corpus (All)
10
1. 2 . Frequency and Collocation In Wow
11
1.3 Questionnaires
12
2. 1 Visual Representation of Diablo Characters
13
2. 2 Visual Representation of Wow Characters
14
2.2.1 Professions
15
ANALYSIS
  • Internal Analysis of The Text
  • -KWIC
  • -CDA
  • Positioning the Texts in Relation to Genres
  • - CONTEXT DIFFERENCE

16
CONCLUSIONS
  • There is a strong discourse of difference in
    these two CGs.
  • This discourse of difference does seem to lead to
    traditional dichotomies in the male-female roles.
  • There is nothing inherent to these games that
    requires it to be so. This can change.

17
EVALUATION
  • Language and time restricted much that could have
    been done.
  • It is necessary to expand on the analysis,
    perhaps using a different method, or a blend of
    methods.

18
SUGGESTIONS
  • Focus on one game at a time, or more than one
    game of the same type, e.g. RPGs or MMORPGs, or
    platform. I would go as far as suggesting
    focusing on games with the same themes (medieval
    wars, futuristic space travel).
  • A better frame for analysis might have been FPDA
    (feminist post-structuralist discourse analysis).
    It would be interesting to combine an eclectic
    study like this one with this method of analysis.

19
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24
LUDOGRAPHY
  • Grand Theft Auto (Rockstar North, 1998-2007).
  • Leisure Suit Larry (Sierra Entertainment
    1980-2008)
  • Duke Nukem 3D (3D Realms 1996)
  • Diablo I (Blizzard Entertainment 1996)
  • Diablo II (Blizzard Entertainment 2000)
  • Diablo II Lord Of Destruction (Expansion).(Blizza
    rd Entertainment 2001)
  • World of Warcraft (Blizzard Entertainment 2004)
  • World of Warcraft The Burning Crusade
    (Expansion). (Blizzard Entertainment 2007)

25
THANK YOU FOR YOUR ATTENTION!
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