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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

En bro mellan världar : Om litteraturhistoria och litterär kanon i berättelsevärlden Dragon Age / A bridge between worlds : The history of literature and literary canon in the fictive world of Dragon Age

Frisell, Hannah January 2016 (has links)
The purpose of this essay is to study the role and function of literature and literary texts in Dragon Age, the fictive world experienced through computer games, novels, comics, movies and other media, created by the video game developer company BioWare. My starting point is the question of how history of literature and literary canon are created and depicted in the games and the novels. From there, I examine what the concepts of ‘history of literature’ and ‘canon’ implicate in the real world, and how they can be translated into the fictive world of Dragon Age, and the different media of computer games and novels. The width and depth of the fictive world’s literature is shown through a study of different types of texts and how they appear in the games and novels respectively, but also through an examination of how real world genres are represented in the games. The issue of representation is also brought up in a discussion about how the in-world literary canon excludes socio-economical classes, as well as the issue of religion restricting the availability of literature free from religious or political bias. Nearing a conclusion, I argue that given the parallels between the literature of the real world and fictive world respectively, the literature and literary texts in the Dragon Age games and novels should be understood as canonical representations of the history of literature of the real world. I also suggest that the literature and literary texts of Dragon Age can be used as prompters of memory: while we explore a fictive world, we also have a chance to reexamine our knowledge of the real world.
2

Fans som bråkar : Fans reaktioner på representationer av queerhet i dataspelet Dragon Age: Inquisition / Quarrelling fans : Fans reactions on queer representation

Svedin, Olga January 2019 (has links)
Denna uppsats behandlar hur representationen av ett samkönat par, Dorian Pavus och Iron Bull i dataspelet Dragon Age: Inquisition, orsakar stridigheter i spelets fandomgrupp. I uppsatsen analyseras hur medietexten representerar paret samt fansens reception av paret och deras sexualitet. Min studie visar att fansens debatter präglas av konflikter om representationen av queerhet i dataspelet. Flera av debattörernas argument har en prägel av moralpanik. Denna debatt analyseras teoretiskt utifrån representationsteori och queerteori. Slutsatsen är att fansens debatter riskerar att begränsa representationen av sexualitet i dataspel. En begränsning som bidrar till att upprätthålla den heteronormativa matrisen. / <p>vissa bilder är ej inkluderade i nätversionen av uppsatsen på grund av upphovsrättsliga skäl</p>
3

Vývoj reprezentace LGBT menšiny v počítačových příběhových RPG hrách a přijímání homosexuální tématiky hráči a herními vývojáři / Progress in the representation of the LGBT minority in RPG videogames and accepting of queer topics by gamers and game-developers

Moravec, Ondřej January 2014 (has links)
Diploma thesis "Progress of representation of the LGBT minority in RPG-story-based PC games and accepting the homosexual themes by gamers and game developers" deals with new way of representation of LGBT minority via videogames. While traditional media as film or literature are able to narrate only by the linear way, with the development of RPG genre the new ergodic literature appeals. This style of narration has many ways which you can follow - and one of them is also the way of playing with LGBT character - the way which can be close for some other players. Work combines a few views on this problem - how does the language of videogames support such ideas? How game developers are interested in this matter? And what about the homosexual gamers - what do they want? This works also include the analysis of the video games, which changed the view on the representation of LGBT minority in videogames (Mass Effect I-III, Dragon Age I-II). The goal of this work is to offer the first compact text on this topic in Czech but even also in world context. Powered by TCPDF (www.tcpdf.org)

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