Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017

Authors

  • Kaitlyn Kingsland

Keywords:

digital games, society, culture, gender, archaeogaming

Abstract

This paper focuses on how a games’ characters and story reflect changing cultural norms in the period during which a game series was developed and released. This is done through qualitative evaluation of the Dragon Age series (2009-2014) and compared to two other game franchises with similar release dates and production location: the Mass Effect Trilogy (2007-2012) and the Uncharted series (2007-2017). Stories reflect cultural and societal norms of the periods and places that crafted them, providing a unique avenue of second-person stories, containing bits and pieces of their creators and their sociocultural biases. Using these digital games as artifacts and texts of focus, a change in social and cultural values and norms of modern society appears when evaluating and comparing the content of previous games in a series to the current ones, as these works reflect the environment in which they were created.

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Published

2022-01-01

Bibtex

@Conference{digra1352, title ="Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017", year = "2022", author = "Kingsland, Kaitlyn", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1352}", booktitle = "Proceedings of DiGRA 2022 Conference: Bringing Worlds Together"}