Videogames have seen an increasing growth in recent years, not only as an industry, but also as a field of study. Since they are a type of media, they can deliver messages and also influence the perception of reality of people who play them. The purpose of this study is to analyse how gender is represented in videogames. More specifically, the aim is to verify if females, males and non-binary individuals are represented in a biased way. In order to do so, a corpus-assisted approach is adopted, focusing on both quantitative and qualitative analysis of in-game texts.
Gender, Language and Videogames. A corpus-assisted discourse analysis of gender representation in videogames
STEFANI, BARBARA
2021/2022
Abstract
Videogames have seen an increasing growth in recent years, not only as an industry, but also as a field of study. Since they are a type of media, they can deliver messages and also influence the perception of reality of people who play them. The purpose of this study is to analyse how gender is represented in videogames. More specifically, the aim is to verify if females, males and non-binary individuals are represented in a biased way. In order to do so, a corpus-assisted approach is adopted, focusing on both quantitative and qualitative analysis of in-game texts.File in questo prodotto:
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Utilizza questo identificativo per citare o creare un link a questo documento:
https://hdl.handle.net/20.500.12608/40781