Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

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

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

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

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

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

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS

  • CEP obor

  • OECD FORD obor

    50802 - Media and socio-cultural communication

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    Topos

  • ISSN

    1815-0047

  • e-ISSN

  • Svazek periodika

    2022

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    BY - Běloruská republika

  • Počet stran výsledku

    15

  • Strana od-do

    110-124

  • Kód UT WoS článku

  • EID výsledku v databázi Scopus

    2-s2.0-85137025257