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Language, Gender and Videogames Using Corpora to Analyse the Representation of Gender in Fantasy Videogames

Title
Language, Gender and Videogames [electronic resource] : Using Corpora to Analyse the Representation of Gender in Fantasy Videogames / by Frazer Heritage.
ISBN
9783030743987
Edition
1st ed. 2021.
Publication
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2021.
Physical Description
1 online resource (XIV, 245 p.) 6 illus., 1 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
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. Frazer Heritage is an Assistant Lecturer in the Department of Psychology at Birmingham City University, UK. He actively researches the representation of gender and sexuality in different forms of media, with a focus on using corpus methods to do such analysis.
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
August 13, 2021
Contents
Chapter 1: Introduction
Chapter 2: What do we know? A background to Language, Gender, Videogames, and Corpora
Chapter 3: The Problems With Videogame Data: Methodological Considerations in the Creation of a Corpus of Videogames and Problems with Different Methods of Corpus Compilation
Chapter 4: Looking at Representations of Gender Across Videogames: A Corpus of General Fantasy Games
Chapter 5: Looking at Gender in a Specific Series of Videogames: A Corpus of The Witcher Series
Chapter 6: Looking at Diachronic Differences in the Representation of Gender: the (Re) Duplication of Gendered Discourses in World of Warcraft Quests
Chapter 7: Conclusions and Lines for Future Research. .
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