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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Introdução aos Estudos de Gênero em Jogos Digitais
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Um Estudo em Representações Gráficas nos Jogos Eletrônicos na Perspectiva de Gênero: Os Tipos de Feminilidade em League of Legends
Type
The nature or genre of the resource
Document
Creator
An entity primarily responsible for making the resource
Letícia Rodrigues
Contributor
An entity responsible for making contributions to the resource
Marinês Ribeiros dos SANTOS
Date
A point or period of time associated with an event in the lifecycle of the resource
2014
Language
A language of the resource
Português (Brasileiro)
Zotero
Title
Um Estudo em Representações Gráficas nos Jogos Eletrônicos na Perspectiva de Gênero: Os Tipos de Feminilidade em League of Legends
Item Type
Document
Author
Letícia Rodrigues
Contributor
Marinês Ribeiros dos SANTOS
URL
https://generoevideogames.files.wordpress.com/2014/08/trabalho-de-diplomac3a7c3a3o.pdf
Date
2014
Language
Português (Brasileiro)
Abstract Note
Este trabalho destina-se a explorar as representações de gênero da indústria gráfica dos jogos eletrônicos contemporâneos, selecionando exemplos de tipos de feminilidades e masculinidades encontradas nesse meio. Tem por intuito identificar o uso de hierarquias de gênero e estereótipos nas personagens de jogos conforme sua representação visual que podem vir a perpetuar pedagogias específicas sobre construção de gênero. O objeto de análise desta pesquisa é o jogo eletrônico League of Legends e o objetivo principal consiste em identificar quais tipos de feminilidades são encontrados nesta obra, contextualizá-los e analisá-los criticamente tendo como referência os estudos de gênero. Traz como resultado um panorama das personagens baseado na compilação quantitativa das características que as constituem como representações gráficas de feminilidade.
Palavras-chave: Design Gráfico. Jogos Eletrônicos. Representações de Gênero. Personagens femininas. Design de Personagens.
design de personagens
design gráfico
jogos eletrônicos
personagens
personagens femininas
representações de gênero
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Chapter 2. Computer Games for Girls: What Makes Them Play?
Type
The nature or genre of the resource
Book Section
Creator
An entity primarily responsible for making the resource
Kaveri SUBRAHMANYAM
Patricia M. GREENFIELD
Publisher
An entity responsible for making the resource available
MIT Press
Date
A point or period of time associated with an event in the lifecycle of the resource
1998
Language
A language of the resource
English
Zotero
Title
Chapter 2. Computer Games for Girls: What Makes Them Play?
Item Type
Book Section
Author
Kaveri SUBRAHMANYAM
Patricia M. GREENFIELD
Edition
1
Place
Cambridge, Mass.
Publisher
MIT Press
Pages
46-72
ISBN
978-0-585-00317-7
Date
1998
Language
English
Book Title
From Barbie to Mortal Kombat: gender and computer games
Short Title
From Barbie to Mortal Kombat
feminismo
gênero e videogames
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Chapter 12. "Complete Freedom of Movement": Videogames as Gendered Play Spaces
Type
The nature or genre of the resource
Book Section
Creator
An entity primarily responsible for making the resource
Henry JENKINS
Publisher
An entity responsible for making the resource available
MIT Press
Date
A point or period of time associated with an event in the lifecycle of the resource
1998
Language
A language of the resource
English
Zotero
Title
Chapter 12. "Complete Freedom of Movement": Videogames as Gendered Play Spaces
Item Type
Book Section
Author
Henry JENKINS
Edition
1
Place
Cambridge, Mass.
Publisher
MIT Press
Pages
262-297
ISBN
978-0-585-00317-7
Date
1998
Language
English
Book Title
From Barbie to Mortal Kombat: gender and computer games
Short Title
From Barbie to Mortal Kombat
boy culture
Gender
Videogames
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
15 Design to Promote Girls' Agency through Educational Games: The Click! Urban Adventure
Type
The nature or genre of the resource
Book Section
Creator
An entity primarily responsible for making the resource
Kristin HUGHES
Publisher
An entity responsible for making the resource available
MIT Press
Date
A point or period of time associated with an event in the lifecycle of the resource
2008
Language
A language of the resource
English
Zotero
Title
15 Design to Promote Girls' Agency through Educational Games: The Click! Urban Adventure
Item Type
Book Section
Author
Kristin HUGHES
Edition
1
Place
Cambridge, Mass.
Publisher
MIT Press
Pages
231-246
ISBN
978-0-262-11319-9 978-0-262-51606-8
Date
2008
Language
English
Book Title
Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming
Short Title
Beyond Barbie and Mortal Kombat
agency
educational games
female agency
girls
The Click! Urban Adventure
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
Type
The nature or genre of the resource
Web Page
Creator
An entity primarily responsible for making the resource
Adrienne SHAW
Zotero
Title
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
Item Type
Web Page
Author
Adrienne SHAW
URL
http://gamasutra.com/blogs/AdrienneShaw/20141215/232225/Nice_when_it_happens_Thinking_differently_about_questions_of_representation_in_video_games.php
Access Date
2016-04-14 13:43:44
Attachment Title
Gamasutra: Adrienne Shaw's Blog - Nice when it happens: Thinking differently about questions of representation in video games
games
Gender
jogos
representação
representation
Videogames
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Capítulos de livros
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
From Barbie to Mortal Kombat: Chess For Girls? Feminism and Computer Games
Type
The nature or genre of the resource
Web Page
Creator
An entity primarily responsible for making the resource
JENKINS CASSEL
Zotero
Title
From Barbie to Mortal Kombat: Chess For Girls? Feminism and Computer Games
Item Type
Web Page
Author
JENKINS CASSEL
URL
https://www.nytimes.com/books/first/c/cassell-barbie.html
Access Date
2016-04-14 13:38:40
Attachment Title
From Barbie to Mortal Kombat
feminismo
games
jogos
Videogames
-
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Um Estudo em Representações Gráficas nos Jogos Eletrônicos na Perspectiva de Gênero: Os Tipos de Feminilidade em League of Legends
Type
The nature or genre of the resource
Document
Creator
An entity primarily responsible for making the resource
Letícia Rodrigues
Contributor
An entity responsible for making contributions to the resource
Marinês Ribeiros dos SANTOS
Date
A point or period of time associated with an event in the lifecycle of the resource
2014
Language
A language of the resource
Português (Brasileiro)
Zotero
Title
Um Estudo em Representações Gráficas nos Jogos Eletrônicos na Perspectiva de Gênero: Os Tipos de Feminilidade em League of Legends
Item Type
Document
Author
Letícia Rodrigues
Contributor
Marinês Ribeiros dos SANTOS
URL
https://generoevideogames.files.wordpress.com/2014/08/trabalho-de-diplomac3a7c3a3o.pdf
Date
2014
Language
Português (Brasileiro)
Abstract Note
Este trabalho destina-se a explorar as representações de gênero da indústria gráfica dos jogos eletrônicos contemporâneos, selecionando exemplos de tipos de feminilidades e masculinidades encontradas nesse meio. Tem por intuito identificar o uso de hierarquias de gênero e estereótipos nas personagens de jogos conforme sua representação visual que podem vir a perpetuar pedagogias específicas sobre construção de gênero. O objeto de análise desta pesquisa é o jogo eletrônico League of Legends e o objetivo principal consiste em identificar quais tipos de feminilidades são encontrados nesta obra, contextualizá-los e analisá-los criticamente tendo como referência os estudos de gênero. Traz como resultado um panorama das personagens baseado na compilação quantitativa das características que as constituem como representações gráficas de feminilidade.
Palavras-chave: Design Gráfico. Jogos Eletrônicos. Representações de Gênero. Personagens femininas. Design de Personagens.
design de personagens
design gráfico
jogos eletrônicos
personagens
personagens femininas
representações de gênero
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
The Leisure of Serious Games: A Dialogue
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Geoffrey M. Rockwell
Kevin Kee
Date
A point or period of time associated with an event in the lifecycle of the resource
May 2011
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
The Leisure of Serious Games: A Dialogue
Item Type
Journal Article
Author
Geoffrey M. Rockwell
Kevin Kee
URL
http://gamestudies.org/1102/articles/geoffrey_rockwell_kevin_kee
Volume
11
Issue
2
Publication Title
Game Studies: the international journal of computer game research
Date
May 2011
Language
English
Abstract Note
This dialogue was performed by Dr. Geoffrey Rockwell and Dr. Kevin Kee1 as a plenary presentation to the 2009 Interacting with Immersive Worlds Conference at Brock University in St. Catharines, Canada. Kevin introduced Geoffrey as a keynote speaker prepared to present on serious games. Instead of following convention, Geoffrey invited Kevin to engage in a dialogue testing the claim that "games can be educational". Animated by a spirit of Socratic play, they examined serious gaming in the light of the insights of ancient philosophers including Socrates, Plato and Aesop, twentieth-century theorists such as Ludwig Wittgenstein, Bernard Suits, Johan Huizinga, and Roger Callois, and contemporaries such as Espen Aarseth, Bernard Suits and Mihaly Csikszentmihalyi. Their dialogue touched on topics ranging from definitions of play and games, to existing examples of “serious games”, to divisions between games and simulations, and the historical trajectories of comparable media. Their goal was to provide an introduction to these topics, and provoke discussion among their listeners during the conference that followed. In the end, they agreed that the lines of separation between "games" and "learning" may not be as clear as sometimes assumed, and that in game design we may find the seeds of serious play.
Keywords: serious games, play, education, Socratic dialogues, theory.
Short Title
ISSN:1604-7982
computer games
education
games
play
serious games
Socratic dialogues
theory
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
The Algorithmic Experience: Portal as Art
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Michael BURDEN
Sean GOUGLAS
Date
A point or period of time associated with an event in the lifecycle of the resource
December 2012
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
The Algorithmic Experience: Portal as Art
Item Type
Journal Article
Author
Michael BURDEN
Sean GOUGLAS
URL
http://gamestudies.org/1202/articles/the_algorithmic_experience
Volume
12
Issue
2
Publication Title
Game Studies: the international journal of computer game research
ISSN
ISSN:1604-7982
Date
December 2012
Language
English
Abstract Note
The videogame Portal is an algorithmic exploration of human struggle against algorithmic processes that have superseded their original intended purpose. The game explores the search for freedom from such computational processes. The freedom presumed in the portal gun - which allows access where there was none - is circumscribed by creating pathways that only open back into the maze of the Aperture Science Facility. The promised reward for completing the algorithm is freedom, but the promise is made by a master chained to the very facility it controls. Both GLaDOS and the player are bound to complete the algorithm. There is no escape.
Portal extends this tension, perverting the traditional relationship between player and protagonist. Each test requires inputs to complete, with the companion cube serving as a necessary but disposable means to that end. What the companion cube is to Chell so Chell is to the player - she reappears after each failed test like a weighted companion cube dropping from a chute.
Harmony between the game mechanic and the story ensures emotional resonance between Chell’s suffocation in the workings of the system and the player’s own frustration in moving through the game. Unlike other artworks, Portal not only communicates emotion but also allows for play to achieve it. Thus when the narrative pushes Chell to complete the tests by being incinerated, the player’s own yearning to escape the confines of GlaDOS’s control reaches its own breaking point, synchronizing the goals of both player and protagonist. This aesthetic of play speaks directly to the relevance artistic videogames hold for {INSERT AUDIENCE HERE}.
Keywords: Portal, Art, Algorithms, Testing, Videogame, Aesthetics
aesthetics
Algorithms
art
computer games
games
Portal
testing
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Baldur’s Gate and History: Race and Alignment in Digital Role Playing Games.
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Christopher Warnes
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
Baldur’s Gate and History: Race and Alignment in Digital Role Playing Games.
Item Type
Journal Article
Author
Christopher Warnes
URL
http://www.digra.org/wp-content/uploads/digital-library/06276.04067.pdf
Pages
6
Publication Title
Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play
Language
English
Abstract Note
Games studies today are characterised by both the novelty of interpreting the unfolding digital revolution, and insecurity about where the discipline stands in terms of other academic fields of inquiry. The ludology/narratology debate exhibits two important features: anxiety about the proximity of the discipline to the games industry, and a formalist bias that dominates the field. Focussing on race and alignment in role playing games, this paper addresses this bias by asserting the relevance of cultural materialist and postcolonial modes of critique to commercially-produced computer games. It is argued that games like Baldur’s Gate I and II cannot be properly understood without reference to the fantasy novels that inform them. When historicised, the genre of fantasy reveals an implicit reliance on notions of race and moral alignment. The ways these notions re-appear in digital role playing games is shown to be relevant to current political and social realities of the West.
alignment
computer games
cultural materialism
games
Ludology
narratology
race
role playing games
Videogames