Karaktärsdesign och representation

7,5 hp

Litteraturlista, Grundnivå, 5SD060

Huvudgrupp 1

Viss litteratur är digital och kan hittas genom biblioteket. En del litteratur är tillgänglig online via en länk i listan. Ett par poster kan hittas på kurssidan i Studium.

  • Andiloro, A., 'This must be the place': Understanding video game placeness through atmosphere and the refrain in Dark Souls, Ingår i: Journal of gaming & virtual worlds, vol. 14, nr. 2, 2022, s. 207–223 (16 p.)
  • Barrett, P, White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas, Ingår i: The review of education, pedagogy, cultural studies, 2006, s. 95–119 (24 s.)
  • Carr, D, Ability, disability and dead space, Game Studies, 2014, http://gamestudies.org/1402/articles/carr (13 sidor)
  • Chess, Shira, Ready Player Two: Women Gamers and Designed Identity, University of Minnesota Press, 2017 (27 s.)
  • Dill, K.E.; Burgess, M.C., Influence of Black masculinity game exemplars on social judgments, Ingår i: Simulation & gaming, 2013, s. 562–585 (13 s.)
  • Hall, Stuart, Representations, Thousand Oaks: Sage, 2013 (Finns tillgänglig på kurssidan i Studium.)
  • Höglund, J., Electronic empire: Orientalism revisited in the military shooter, Game Studies, 8(1), 2008, http://gamestudies.org/0801/articles/hoeglund (14 sidor)
  • Flood, Michael, International encyclopedia of men and masculinities, London, Routledge, 2007 (Drummond, M. Age and Ageism. Pp10–13 (3p) Flood, M. Gender order. Pp 236–236. (1p) Harbison, JM. & Beggan, JK. Sex/gender system. Pp 553–554 (1p) Hatchell, H. Gender. Pp 235–235. (2p) Jackson, D. Agism. Pp13–14 (1p) Levy, DP. Hegemonic Masculinity. Pp 253–255 (2p) Robinson, V. Heterosexuality. Pp 256–260. (4p) Shelly, C. Transgender. Pp 606–607. (1p))
  • Kirkland, Ewan, Masculinity in video games: The gendered gameplay of silent hill., Camera Obscura: Feminism, Culture and Media Studies, 2009, Article (Tillgänglig på kurssidan i Studium.)
  • Ledder, S., On dis/ability within game studies: The discursive construction of ludic bodies, Ingår i: Interdisciplinary approaches to disability: looking towards the future, 2019, vol. 2, s. 30–45 (16 s.)
  • Lemish, D; Muhlbauer, V, "Can´t Have it All": Representations of Older Women in Popular Culture, Ingår i: Women & therapy, vol. 35, nr. 3-4, 2012, s. 165–180 (15 s.)
  • 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 (3(4), 1–9 Även tillgänglig på kurssidan i Studium.)
  • Malkowski, J; Russworm, TM, Introduction: Identity, Representation, and Video Game Studies beyond the Politics of the Image, Ingår i: "Gaming representation: race, gender, and sexuality in video games", 2017, vol. 1-16
  • McRuer, R, Compulsory able-bodiedness and queer/disabled existence, Ingår i: The disability studies reader, 4th ed., New York, NY, Routledge, 2013, vol. 4, s. 301–308 (301–308)
  • Monsson, M.J., Race-Based Fantasy Realm: Essentialism in the World of Warcraft, Ingår i: Games and culture, 2012, s. 48–71 (23 s.)
  • Murray, S, The poetics of form and the politics of identity in Assassin's Creed III: Liberation, Ingår i: Kinephanos, 2017, s. 77–102, https://www.kinephanos.ca/2017/the-poetics-of-form/ (77–102)
  • Orientalism in Modern Pop Culture, Prince of Persia, 2017 (Tillgänglig på kurssidan i Studium.)

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