Normalizing the representation of marginalized communities (the physically and/or mentally disabled, LGBTQ+), ethnic minorities, and people of colour in video games : [a thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of English and New Media Studies (MENMS), 2021] / Erika Cabrales ; supervisor: Tof Eklund.

The games industry is growing rapidly, yet developers are not always inclusive and appropriately representing those who are diverse in their video games. Previous research shows that excluding diversity and/or stereotyping representations of diversity perpetuate negative perceptions towards marginal...

Full description

Saved in:
Bibliographic Details
Main Author: Cabrales, Erika (Author)
Corporate Author: Auckland University of Technology. School of Language and Culture
Format: Ethesis
Language:English
Subjects:
Online Access:Click here to access this resource online
Description
Summary:The games industry is growing rapidly, yet developers are not always inclusive and appropriately representing those who are diverse in their video games. Previous research shows that excluding diversity and/or stereotyping representations of diversity perpetuate negative perceptions towards marginalized communities, ethnic minorities, and people of colour. This practice-based research focuses on reversing that notion by creating a visual novel with diverse characters to normalize them within a fantasy setting. Multiple sources from professionals in the gaming industry and previous studies help create the story, plot, and characters for the game. Following this, a focus group and consultations were held to acquire feedback and ensure appropriate representation of both culture and diversity. These processes defined character creation criteria and two ways of adequate representation of diversity: one, portrayal of diverse characters with problems that emphasis their humanity and the challenges the world gives them, unrelated to who are they and how they identify; and two, diverse characters within a plotline with problems related to their identity to challenge real-world societal issues. This research focused on the first type of representation. Final findings show that consultation is crucial to all appropriate representation, and the criteria created and followed are a good basis to specifically normalize diversity without problems that are defined by that diversity.
Author supplied keywords: Video Games; Representation; Marginalized Communities; Physical disability; Mental disability; LGBTQ+; People of Colour; Ethnic Minorities; Normalizing representation.
Physical Description:1 online resource
Bibliography:Includes bibliographical references.
Requests
Request this item Request this AUT item so you can pick it up when you're at the library.
Interlibrary Loan With Interlibrary Loan you can request the item from another library. It's a free service.