Gender stereotypes are identified as a major problem happening in the game industry, it is presented in both female and male characters which they are highly following the preference of masculinity. Multiple researches have been conducted to analyse how females are being sexualized and objectified, and there is an atmosphere of misogyny in both the industrial aspect and the user aspect. However, It is interesting to rethink the problem from the opposite perspective, where the question can be ‘why the word masculinity is somehow becoming a conclusion of this industry?’ How masculinity is growing during the development of video games? And why the walls of masculinity are still solid in recent years where most other forms of media is posstivlty accepting feminism into their field? The project starts as a role of a male gamer, in both perspectives of male and video game player, aiming to find a way to deconstruct the atmosphere of masculinity by the theory of inclusive masculinity in the game industry, discussing the positive and negative aspects of masculinity, and finally provide a possibility to build up an inclusive condition in this industry.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:lnu-114680 |
Date | January 2022 |
Creators | Erzhuo, Wang |
Publisher | Linnéuniversitetet, Institutionen för design (DE) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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