دانلود رایگان مقاله عملکرد هویت در بازیهای نقش آفرینی

عنوان فارسی
عملکرد هویت در بازیهای نقش آفرینی
عنوان انگلیسی
Identity Performance in Roleplaying Games
صفحات مقاله فارسی
0
صفحات مقاله انگلیسی
12
سال انتشار
2016
نشریه
الزویر - Elsevier
فرمت مقاله انگلیسی
PDF
کد محصول
E3096
رشته های مرتبط با این مقاله
مهندسی فناوری اطلاعات
گرایش های مرتبط با این مقاله
اینترنت و شبکه های گسترده
مجله
کامپیوتر و ترکیب - Computers and Composition
دانشگاه
دانشگاه ایالتی موری، ایالات متحده آمریکا
کلمات کلیدی
بازی های ویدئویی، بازیهای نقش آفرینی، هویت، جنسیت، کوئیر، مسابقه
چکیده

Abstract


This article arguesthatroleplaying games have the potential to challenge, encourage, and subsume the privilege ofthe stereotypical gamer, one who is white, male, and heterosexual. Though roleplaying games as they are currently designed are neither ideal nor perfect, the article contends they embrace feminist programming strategies and offer those who do not want to play a straight male avatar the opportunity to develop and explore identities through characters in ways that other genres do not. Roleplaying games extend the privilege of representation to other gaming demographics, giving players the opportunity to “play who they are” in the digital world, whether they are able to, or even desire to, explore this identity offline. Without the diversity of representation found in roleplaying games, players would be unable to participate in the potentially fruitful criticism of stereotypes and the ability to interact with players and characters different from themselves.

نتیجه گیری

2. Conclusion


This essay begins with a discussion of Bastal’s (2011) comments concerning what he believed was the game industry’slackadaisical approach to design forthe “main demographic.” In an interview held shortly afterthe discussion began video game designer and executive Ernest Adams and blogger Krissie Pearse (2011b, April 8) considered the gaming population: Krissie Pearse: The gaming industry seems to have taken a few steps forward in recent times, but responses to the BioWare story seem to indicate that the demographics of gamers have diversified faster than the industry itself has. There’s a charge that the industry caters especially to a heterosexual male demographic when in fact it doesn’t really need to do much to be more inclusive of many other demographics as well. Do you feel that the industry needs to diversify in such a way? Ernest Adams: The industry absolutely needs to diversify its work force and also to learn to reach other kinds of players beyond “straight male gamers.” Straight male gamers are a solved problem, done and dusted. The question is, can straight male game developers learn to make games for gay, or female, or older, or non-Western gamers? I believe they can and damn wellshould; but in addition,Ifeel that the industry would benefit enormously from a more diverse work force. Even with the best will in the world, a man isn’t necessarily going to know what appeals to women — and more importantly, what turns them off. We need fresh perspectives. (Pearse, 2011b, April 8).


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