All

What are you looking for?

All
Projects
Results
Organizations

Quick search

  • Projects supported by TA ČR
  • Excellent projects
  • Projects with the highest public support
  • Current projects

Smart search

  • That is how I find a specific +word
  • That is how I leave the -word out of the results
  • “That is how I can find the whole phrase”

I WASN'T LOOKING AT HIS NICE ASS : HOW TO PLAY THE "FEMALE WAY"

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F22%3A10447702" target="_blank" >RIV/00216208:11230/22:10447702 - isvavai.cz</a>

  • Result on the web

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=iDrMDNrI0f" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=iDrMDNrI0f</a>

  • DOI - Digital Object Identifier

Alternative languages

  • Result language

    angličtina

  • Original language name

    I WASN'T LOOKING AT HIS NICE ASS : HOW TO PLAY THE "FEMALE WAY"

  • Original language description

    This article explores the strategies used by female video game players within the masculine and heteronormative culture of video games and asks whether there is a &quot;female way of playing&quot;. With knowledge of the fact that most avatars are still male, I revisit the concept of the male gaze (Mulvey, 1989) and argue that female players objectify male characters and yet try to identify with them. I will support my claims with empirical evidence from interviews and participant observations of the fourth instalment of the Uncharted adventure game series, Uncharted: A Thief&apos;s End (2016). I have identified multiple levels of objectification, including comments about the look of the male avatar, explicitly sexist remarks, emphasis on romantic narratives and the &quot;maternal&quot; frame. In the context of identification, it has shown how female players can choose heterogeneous approaches; some interviewees have problems with the male figure to identify with, some have opted for a non-gendered approach and the rest performed stereotypically male characteristics. These findings prove not only the complexity of the relationship between the player and avatar but also the various (potentially queer) strategies that all players (not just women) can choose to achieve the same level of gameplay experience. (C) 2022, European Humanities University. All rights reserved.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database

  • CEP classification

  • OECD FORD branch

    50802 - Media and socio-cultural communication

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2022

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Topos

  • ISSN

    1815-0047

  • e-ISSN

  • Volume of the periodical

    2022

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    BY - BELARUS

  • Number of pages

    15

  • Pages from-to

    110-124

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85137025257