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CREATING AND ANALYZING VALUES, ETHICS, AND INCLUSIVE DESIGN IN ENVIRONMENTAL STORYTELLING FOR VIDEO GAMES

<p> Video game studies pertaining to representations
of gender, race, culture, and sexuality are commonly discussed in relation to
the characters, narrative, or gameplay mechanics. Video game environments are
often left out of these discussions as most publications focus on how the
environment was created and environmental storytelling. In this pilot study the
researcher had participants analyze and discuss three futuristic, dystopian
environments that contained alternative ways of representing gender, race,
culture, and sexuality. The environments did not have gameplay or character
interactions so that the player could focus on the environment. Results
indicated that futuristic dystopian environments do not need to rely on stereotypes
and harmful depictions to evoke core themes, even if they relate to violence,
sex, oppression, or addiction. However, a lack of representation or a “neutral”
take on representating gender, race, sexuality, and culture results in world
that feels bland, isolated, and unnatural. Additionally, while participants
disagreed on certain representations or noticed different aspects of the
environments, the researcher found that focusing on “playtesting” just the
environment can reveal how certain values, themes, and representations arise
out of prop repetition, prop juxtaposition, and even how the player moves
physically through the space.</p><p></p>

  1. 10.25394/pgs.8038937.v1
Identiferoai:union.ndltd.org:purdue.edu/oai:figshare.com:article/8038937
Date14 May 2019
CreatorsJordyn L Lukomski (6632252)
Source SetsPurdue University
Detected LanguageEnglish
TypeText, Thesis
RightsCC BY 4.0
Relationhttps://figshare.com/articles/CREATING_AND_ANALYZING_VALUES_ETHICS_AND_INCLUSIVE_DESIGN_IN_ENVIRONMENTAL_STORYTELLING_FOR_VIDEO_GAMES/8038937

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