Character portrayals in digital games: a systematic review of more than three decades of existing research

TF Waddell, C Elizabeth Moss, A Holz… - Journal of Broadcasting …, 2022 - Taylor & Francis
This article presents a synthesis and interpretation of research on character portrayals in
digital game content using a systematic review of existing studies (N= 30) based on a larger …

Kawaii killers and femme fatales: A textual analysis of female characters signifying benevolent and hostile sexism in video games

JE Tompkins, T Lynch, II Van Driel… - Journal of Broadcasting & …, 2020 - Taylor & Francis
Game developers potentially convey socio-cultural values about gender through design
choices. This study interpreted the designs of 11 purposively selected female game …

The Digital Game Analysis Protocol (DiGAP): Introducing a guide for reflexive and transparent game analyses

R Daneels, M Denoo, A Vandewalle, B Dupont… - Game …, 2022 - orbi.uliege.be
The analysis of digital games is a widely used method in the field of game studies and an
important instrument to study games and game-related topics. However, existing …

Researching digital inequalities in children's play with technology in South Africa

K Murris, F Scott, B Stjerne Thomsen… - Learning, Media and …, 2023 - Taylor & Francis
This paper reports on the South African findings from an international mixed methods study
between the LEGO Foundation, Dubit and the Universities of Sheffield (England) and Cape …

Video games, dystopia, and neoliberalism: The case of BioShock Infinite

Ó Pérez-Latorre, M Oliva - Games and Culture, 2019 - journals.sagepub.com
An ideological analysis of video games should include both the narrative and ludic
dimensions, since there can be frictions between these two dimensions and they can even …

“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn's Aloy and the Disruption …

ML Allen - Games and Culture, 2024 - journals.sagepub.com
While recent data from the Entertainment Software Association indicates there is close to a
50/50 split in gender identification of gamers between men and women, the environment …

Gender asymmetries in the digital games sector in Portugal

L Lima, P Gouveia - Abstract Proceedings of DiGRA 2020 Conference …, 2020 - dl.digra.org
In this paper, we describe the results of a research in progress that seeks to analyze gender
asymmetries in the digital games sector in Portugal. The results of its first phase indicated …

[HTML][HTML] Contours of virtual enfreakment in fighting game characters

S Şengün, P Mawhorter, J Bowie-Wilson… - … Forecasting and Social …, 2022 - Elsevier
Characters in fighting videogames 1 such as Street Fighter V and Tekken7 typically reveal a
phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting …

The child in games: representations of children in contemporary videogames (2009-2019)

E Reay - Game Studies, 2021 - eprints.soton.ac.uk
This paper examines representations of children in contemporary video games through
content analysis. A selection of commercially successful and critically acclaimed video …

Representation of invisible disability: Exploring the lived experience of teenagers with ADHD to inform game design

K Gerling, A Depoortere, J Wauters, K Spiel… - ACM Transactions on …, 2024 - dl.acm.org
Representation of disability in games is important to facilitate inclusive experiences. In our
work, we address this issue through an exploration of the representation of ADHD in games …