Language Gender and Videogames

Language  Gender and Videogames
Author: Frazer Heritage
Publsiher: Springer Nature
Total Pages: 250
Release: 2021-07-30
Genre: Language Arts & Disciplines
ISBN: 9783030743987

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This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.

The Language of Gaming

The Language of Gaming
Author: Astrid Ensslin
Publsiher: Bloomsbury Publishing
Total Pages: 219
Release: 2017-09-16
Genre: Language Arts & Disciplines
ISBN: 9780230357082

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This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Video Games Have Always Been Queer

Video Games Have Always Been Queer
Author: Bonnie Ruberg
Publsiher: NYU Press
Total Pages: 278
Release: 2019-03-19
Genre: Social Science
ISBN: 9781479843749

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Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Gaming Representation

Gaming Representation
Author: Jennifer Malkowski,TreaAndrea M. Russworm
Publsiher: Indiana University Press
Total Pages: 276
Release: 2017-07-03
Genre: Games & Activities
ISBN: 9780253026606

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Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

The Routledge Handbook of Corpus Linguistics

The Routledge Handbook of Corpus Linguistics
Author: Anne O'Keeffe,Michael J. McCarthy
Publsiher: Taylor & Francis
Total Pages: 755
Release: 2022-02-08
Genre: Language Arts & Disciplines
ISBN: 9780429634130

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The Routledge Handbook of Corpus Linguistics 2e provides an updated overview of a dynamic and rapidly growing area with a widely applied methodology. Over a decade on from the first edition of the Handbook, this collection of 47 chapters from experts in key areas offers a comprehensive introduction to both the development and use of corpora as well as their ever-evolving applications to other areas, such as digital humanities, sociolinguistics, stylistics, translation studies, materials design, language teaching and teacher development, media discourse, discourse analysis, forensic linguistics, second language acquisition and testing. The new edition updates all core chapters and includes new chapters on corpus linguistics and statistics, digital humanities, translation, phonetics and phonology, second language acquisition, social media and theoretical perspectives. Chapters provide annotated further reading lists and step-by-step guides as well as detailed overviews across a wide range of themes. The Handbook also includes a wealth of case studies that draw on some of the many new corpora and corpus tools that have emerged in the last decade. Organised across four themes, moving from the basic start-up topics such as corpus building and design to analysis, application and reflection, this second edition remains a crucial point of reference for advanced undergraduates, postgraduates and scholars in applied linguistics.

Gaming Sexism

Gaming Sexism
Author: Amanda C. Cote
Publsiher: NYU Press
Total Pages: 274
Release: 2020-09-01
Genre: Social Science
ISBN: 9781479802197

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Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Analysing Representation

Analysing Representation
Author: Frazer Heritage,Charlotte Taylor
Publsiher: Taylor & Francis
Total Pages: 316
Release: 2024-05-31
Genre: Language Arts & Disciplines
ISBN: 9781040018989

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Analysing Representation: A Corpus and Discourse Textbook guides readers through the process of researching how people and phenomena are represented in discourse and introduces them to key tools they can use from corpus linguistics and (critical) discourse analysis. This book takes a step-by-step approach to introducing each concept and includes exercises and further reading to help readers check their progress and prepare for independent research. It is unique in introducing readers to a range of experts representing the full range of work in this area. This book is aimed at final-year undergraduate, taught postgraduate and doctoral level students. It wil also be useful to scholars who are new to combining corpus and discourse methods in investigations of representation.

Gender and Sexuality in Online Game Cultures

Gender and Sexuality in Online Game Cultures
Author: Jenny Sundén,Malin Sveningsson
Publsiher: Routledge
Total Pages: 250
Release: 2012-03-12
Genre: Social Science
ISBN: 9781136499784

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How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.