Character Design and Representation
7.5 credits
Reading list, Bachelor's level, 5SD060
Main group 1
Some literature are digital and can be find through the library. Some literature is available online via a link in the list. Some literature can be found on the course page in Studium.
- Barrett, P, White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas, Part of: The review of education, pedagogy, cultural studies, 2006, p. 95–119 (24 p.)
- Carr, D, Ability, disability and dead space, Game Studies, 2014, http://gamestudies.org/1402/articles/carr
- Chess, Shira, Ready Player Two: Women Gamers and Designed Identity, University of Minnesota Press, 2017 (27 p.)
- Dill, K.E.; Burgess, M.C., Influence of Black masculinity game exemplars on social judgments, Part of: Simulation & gaming, 2013, p. 562–585 (13 p.)
- Hall, Stuart, Representations, Thousand Oaks: Sage, 2013
- Harrer, Sabine, Casual Empire: Video Games as Neocolonial Praxis, Open Library of Humanities, 2018, Link to the Open Library of Humanities (4 (1). 23 p.)
- Harrer, Sabine, We are the Champions? Performing Whiteness in ASCENSION: DAWN OF CHAMPIONS, Part of: Simulation & gaming., vol. 52, no. 5, 2021, p. 533–553 (17 p.)
- Höglund, J., Electronic empire: Orientalism revisited in the military shooter, Game Studies, 8(1), 2008, http://gamestudies.org/0801/articles/hoeglund (14 pages)
- Kirkland, Ewan, Masculinity in video games: The gendered gameplay of silent hill., Camera Obscura: Feminism, Culture and Media Studies, 2009, Article (Available on the course page in Studium.)
- Ledder, S., On dis/ability within game studies: The discursive construction of ludic bodies, Part of: Interdisciplinary approaches to disability: looking towards the future, 2019, vol. 2, p. 30–45
- Lemish, D; Muhlbauer, V, "Can´t Have it All": Representations of Older Women in Popular Culture, Part of: Women & therapy, vol. 35, no. 3-4, 2012, p. 165–180 (15 p.)
- Leonard, David, Live in your world, play in ours: Race, video games, and consuming the other., Studies in media & information literacy education, 2003, On Line Article
- Malkowski, J; Russworm, TM, Introduction: Identity, Representation, and Video Game Studies beyond the Politics of the Image, Part of: "Gaming representation: race, gender, and sexuality in video games", 2017, vol. 1-16
- McRuer, R, Compulsory able-bodiedness and queer/disabled existence, Part of: The disability studies reader, 4th ed., New York, NY, Routledge, 2013, vol. 4, p. 301–308 (301–308)
- Monsson, M.J., Race-Based Fantasy Realm: Essentialism in the World of Warcraft, Part of: Games and culture, 2012, p. 48–71 (23 p.)
- Murray, S, The poetics of form and the politics of identity in Assassin's Creed III: Liberation, Part of: Kinephanos, 2017, p. 77–102, https:/
/ (77–102)www.kinephanos.ca/ 2017/ the-poetics-of-form/ - Shapiro, S; Rotter, M, Graphic depictions:: portrayals of mental illness in video games, Part of: Journal of forensic sciences, vol. 61, no. 6, 2016, p. 1592–1595 (3 p.)
- Shaw, Adrienne, Gaming at the edge: sexuality and gender at the margins of gamer culture, Minneapolis, University of Minnesota Press, [2014] (pp. 13–42 (20 p.))
- Thach, H., A Cross-Game Look at Transgender Representation in Video Games, Part of: Press Start, vol. 7, no. 1, 2021, p. 19–44 (15 p.)