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Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games (open access)

Playing Nice: the Limitations and Stereotypes Placed on Female Hero Representation in Video Games

This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and Velvet Assassin) with female protagonist. Each game is addressed within separate case study chapters and discusses how gender is integrated and intertwined with each narrative structure, image representation, and interactivity. Further analysis is provided in each case study as gender is addressed across several parts of each game, beginning with the female protagonist’s role as hero, her representation throughout the game (i.e. body image, attire, and weapons), and the game play experience. In conclusion, this thesis shows that the protagonist gender within a video game does affect the game in its entirety. More specifically, all three female heroines discussed in this thesis showcases stereotypes associated with the dominant sexual representation of female video game characters, as well as similar traditional feminine and masculine stereotypes associated with heroines in film and television. This provides for rather problematic representations of female heroes, alone with the games designed for them which are equally as stereotypical in their narrative, mechanics, and game play.
Date: May 2014
Creator: Cisneros, Linet L.
System: The UNT Digital Library
Stage and Scream: The Influence of Traditional Japanese Theater, Culture, and Aesthetics on Japan's Cinema of the Fantastic (open access)

Stage and Scream: The Influence of Traditional Japanese Theater, Culture, and Aesthetics on Japan's Cinema of the Fantastic

Although widely viewed in the West, Japanese films are often misunderstood, as they are built on cultural, theatrical, and aesthetic traditions entirely foreign to Western audiences. Particularly in regards to Japan's "fantastic" cinema - including giant monster pictures, ghost stories, and "J-Horror" films - what is often perceived as "cheap" or "cheesy" is merely an expression of these unique cultural roots. By observing and exploring such cultural artifacts as kabuki, noh, and bunraku - the traditional theatrical forms of Japan - long-standing literary traditions, deeply embedded philosophical beliefs, and even more recent developments such as the controversial dance form butoh, these films, including Gojira (1954), Daimajin (1966), Kwaidan (1964), Onibaba (1964), Testuo the Iron Man (1989), and Ju-On (2002), can be placed in their proper perspective, leading to a reevaluation of their worth not merely as commercial products, but as uniquely Japanese expressions of that society's unique place in world culture.
Date: May 2011
Creator: Petty, John E.
System: The UNT Digital Library