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THE IMAGE OF A FEMALE VIDEO GAME CHARACTER - THE PAST, PRESENT AND FUTURE
Abstract
The purpose of this study is to thoroughly analyze a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for women. To explain those varied results the author proceeds with a qualitative discourse analysis of both protagonist and support characters from different games ranging from retro to newest. The author finds that there is a visible difference within the manners females are presented depending on their role. Lead characters are more likely to be strong, independent and self-sufficient whereas support characters most often require immediate help, are dependent on others and are more likely to be abused. Presented results can account for some of the variety in prior research and they open the field of video game studies to possibly new research topics.
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