Thursday, 1 May 2014

Case studies: representation

It is important for you to be able to explain how video-game advertising may represent a particular gender, e.g. male and female characters. There may be other issues such as sexuality, disability and race and how these are presented to us. You should also consider whether the representation is of stereotypical characters and thus predictable.
WHO/WHERE/HOW/WHAT is being represented?
You will be using the same two games to present your case study.
My examples are going to be Roman Realms and Company of Heroes.

It is up to you how you present your case study. You may like to produce a mind map or written information.
Roman Realms

Company of Heroes
Who:  Allies v Axis (Americans v Germans)
  Able Company of the 29th Infantry Division's 116th Infantry, or Fox   Company of the 101st Airborne Division's 506th PIR
    
What:   World War II – Battle of Normandy and Allied liberation of France
Where:   Different parts of the region of Normandy, France – represented   by particular battles
How:  Allies are good – Axis are bad – seen from Allied point of view.   Dark and gloomy as you would expect battle areas to look.   Bombed buildings, blood and warfare.
Stereotypes:  Soldiers shown to be brave as would be expected.
Misrepresentation:   Biased towards Allies. Could be misrepresentation of Axis dependent   on audience.
    Gender bias towards men – but unlikely to be women involved in   warfare in WWII.
  Possible racial issues – no ethnic minorities represented. 
    Historical accuracy may be in question.
    May be an offensive depiction of war to some people

Choose two contrasting games (these could be the same as your last 2 games)
Create a mind map / written information / other format.
Make notes on:
    WHO is being represented?
    WHERE is being represented
    WHAT is being represented?
    HOW is being represented?  
  Misrepresentation?
  Gender, sex, violence, race, disability, offensive?

Are female gamers under-represented?

What do you think?

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