donderdag 9 december 2010

Leesvragen en kadervraag week 3


Richard, B. & Zaremba, J. Gaming with Grrls: Looking for Sheroes in Computer Games. H 18, pp. 283-300.
Richard and Zaremba argue that ‘sheroes’ enable a successful identification. This contrasts the idea that sheroes aren’t realistic or representative: they don’t age, they have fantasy like body proportions and social contacts (partner, family) play no role.  Furthermore, as Mcleod states: ‘The appeal of a character does not need to be very realistic, because faces and bodies function as iconographical instead of representational codes.’  How can we easily identify ourselves with sheroes when they aren’t realistic or representative to us.

Bryce, J. & Rutter, J. Gendered Gaming in Gendered Space. H 19, pp. 301-310.
What do the writers exactly mean when they talk about the ‘invisible female gamer’? Do they mean that female gamers are underrepresented in public game spaces (versus private) or in comparison with the male gamer in general?

Everett, A. Playing With Race in Contemporary Gaming Culture. H 20, pp. 31-325.
Is the issue of race in games (discrimination) worse than gender, so yes, how come?

Kadervraag
The issues of gender and race in games are seen in a broader context, they are related to issues in the ‘real world’ regarding racist ideologies and gender constructs. But on the other hand, how do games on the contrary contribute to these issues in the real world. How great is the influence? 

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