Life Is Strange a mediated game reception analysis
In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves w...
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Stockholms universitet, Etnologi
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ndltd-UPSALLA1-oai-DiVA.org-su-1473402017-10-28T05:42:49ZLife Is Strange a mediated game reception analysisengLife Is Strange : a mediated game reception analysisMänder, LeiliStockholms universitet, Etnologi2017Video gamescomputer gamesgame theorygender theorywomen in gamesmedia receptionmedia studiesfeminist theorygender studiesLife Is StrangeYouTubeGender StudiesGenusstudierIn this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the simulated reality of the game. Even though the game highlights themes like female-centric relationships, suicide, euthanasia, lesbianism, socio-economic circumstances, social accountability and men's violence against women, it successfully delivers highly involving, enjoyable and appreciated gameplay experience. The game is shown to provide players with a platform around which they can connect and continue to discuss, raise awareness and produce knowledge around these important topics. The fan generated culture will in turn, reach a much larger audience than the game sales numbers reflect. <p>Treated in seminar at Stockholm University</p>Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340application/pdfinfo:eu-repo/semantics/openAccess |
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Video games computer games game theory gender theory women in games media reception media studies feminist theory gender studies Life Is Strange YouTube Gender Studies Genusstudier |
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Video games computer games game theory gender theory women in games media reception media studies feminist theory gender studies Life Is Strange YouTube Gender Studies Genusstudier Mänder, Leili Life Is Strange a mediated game reception analysis |
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In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the simulated reality of the game. Even though the game highlights themes like female-centric relationships, suicide, euthanasia, lesbianism, socio-economic circumstances, social accountability and men's violence against women, it successfully delivers highly involving, enjoyable and appreciated gameplay experience. The game is shown to provide players with a platform around which they can connect and continue to discuss, raise awareness and produce knowledge around these important topics. The fan generated culture will in turn, reach a much larger audience than the game sales numbers reflect. === <p>Treated in seminar at Stockholm University</p> |
author |
Mänder, Leili |
author_facet |
Mänder, Leili |
author_sort |
Mänder, Leili |
title |
Life Is Strange a mediated game reception analysis |
title_short |
Life Is Strange a mediated game reception analysis |
title_full |
Life Is Strange a mediated game reception analysis |
title_fullStr |
Life Is Strange a mediated game reception analysis |
title_full_unstemmed |
Life Is Strange a mediated game reception analysis |
title_sort |
life is strange a mediated game reception analysis |
publisher |
Stockholms universitet, Etnologi |
publishDate |
2017 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340 |
work_keys_str_mv |
AT manderleili lifeisstrangeamediatedgamereceptionanalysis |
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