Title: THE GRIPS OF FANTASY:
1THE 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."
3ABSTRACT
- 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.
4BACKGROUND
- 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?
5I 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)
6METHODOLOGY
- 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
7Methods 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.
8RESULTS
- 1. 1 . Frequency in Diablo
9Frequency of Male and Female Pronouns in Diablo
Corpus (All)
101. 2 . Frequency and Collocation In Wow
111.3 Questionnaires
122. 1 Visual Representation of Diablo Characters
132. 2 Visual Representation of Wow Characters
142.2.1 Professions
15ANALYSIS
- Internal Analysis of The Text
- -KWIC
- -CDA
- Positioning the Texts in Relation to Genres
- - CONTEXT DIFFERENCE
16CONCLUSIONS
- 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.
17EVALUATION
- 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.
18SUGGESTIONS
- 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.
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24LUDOGRAPHY
- 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)
25THANK YOU FOR YOUR ATTENTION!
isamar.carrillo_at_gmail.com