Thursday, December 10, 2009

New Projects, New Ideas, Same Old Video Games

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Finishing a project always leaves me with a void. Now that i'm done, what am I supposed to do? On the whole, this isn't necessarily true as I will be rewriting this paper several times over the next few months. So, what now? There's a break for several weeks ahead of me.

I've never been one to sit and dally but I think what i'm going to do is try and do some book reviews. I think the books I will review will be:

The Community of Those Who Have Nothing in Common by Alphonso Lingis
Black Swan: The Impact of the Highly Unlikely
The Exploit: A Theory of Networks
Video Kids: Making Sense of Nintendo
The Philosophical Discourse of Modernity: Twelve Lectures (Habermas)

I'm excited to be able to get some reading done outside of class and outside of the typical literature my program typically looks at. I have a month to read all of these books. I feel this is enough time to get most, if not all of these done and reviewed. I'm also excited to do some more writing on the ideas of going native.

My reviews will take a similar format:

1. Overview of the Book
2. Historical Context of the Book
3. Book's Strenghts
4. Book's Weaknesses

Each review will be around 1000 words. I will cite if I take something from somewhere else.

My current reading list is:

1. Imagined Communities: Reflections on the Origin and Spread of   Nationalism, New Edition by Benedict Anderson

2. Women And Science: Social Impact and Interaction (Science and Society) by Suzanne Le-May Sheffield

3. The Gender of Science by Janet A. Kourany

4. Women, Science and Technology by Berbercheck/Gie (Author)

5. Has Feminism Changed Science? by Londa L. Schiebinger

6. Behavior in Public Places: Notes on the Social Organization of Gatherings by Erving Goffman

7. Frame Analysis: An Essay on the Organization of Experience by Erving Goffman

8. Stigma: Notes on the Management of Spoiled Identity by Erving Goffman

Good times will be mine.

Monday, December 7, 2009

Building Blocks: Finale

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This paper represents the culmination of all of the building blocks that have been posted throughout the last 16 or so weeks. While this paper will ultimately be removed from this post (in March), I felt I should post it here for a while to see if anyone had anything to say about. When thinking about this paper, keep in mind that this version is written to fulfill the requirements of a seminar in qualitative sociological methods.

If there are any questions, feel free to email me at: nick.lalone@gmail.com


Representation of Women in Popular Video Games: Rediscovery Through Cultural Proximity


ABSTRACT: Despite their popularity, there is a dearth of sociological research about gendered depictions in video games. In 1984, several companies from Japan consciously took control of the failing video game industry. For the first time since video games had been created, both hardware and software were manufactured in Japan, for Japanese consumers, and then translated for American markets. In America, computer gaming became a small subculture associated with a derogatory, socially isolated, “nerd” culture. With the success of the Xbox 360, the American computer gaming and console gaming markets have converged. The cultural proximity of these video games has lead to a new age of relevant American cultural references. This research, recognizing this new cultural proximity, analyzes the content of 9 of the best selling, non-sport, non-related video games. Specifically, this research tries to answer what messages about gender, particularly women and femininity, are being communicated by these games. In video games, different characters are programmed to act in different ways according to the genre and context of their environment. Overall, I found that female characters are programmed to reflect stereotypical roles in American culture and often as characters who need to be rescued. However, this research also finds that there are several unique female roles for female characters in video games. As an example, in the First-Person Shooter type of game, a female is often the voice of command or information. In these games, an Anglo male is the default, or only, character a player may choose to be.



References


Web Sources


Benderoff, Eric. 2008. “Grand Theft Auto’ still driving critics nuts.” Chicago Tribune. Retrieved: December 4, 2009. http://archives.chicagotribune.com/2008/apr/27/entertainment/chi-grand-theft-autoapr28


Jenkins, David. 2007. “360 Beats PS3 in Weekly Japanese Hardware Sales.” Gamasutra Retrieved: December 6, 2009. http://www.gamasutra.com/php-bin/news_index.php?story=16184


John, Tracey. 2009. “Ridiculous Life Lessons From New Girl Games” Wired. Retrieved September 15, 2009. http://www.wired.com/gamelife/2009/07/games-for-tweens/


McMillan, Gavin. “The State of the Video Gamer: PC Game and Video Console Usage: Fourth Quarter 2008.” Nielson Games: The Nielson Company. Retrieved: May 25, 2009. http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/stateofvgamer_040909_fnl.pdf


The Unofficial Elder Scrolls Pages Retrieved: December 1, 2009. http://www.uesp.net/


Wikia: Bioshock. Retrieved: December 1, 2009. http://bioshock.wikia.com/


Wikia: Fallout 3. Retrieved: December 1, 2009. http://fallout.wikia.com/wiki/Fallout_3


Wikia: Fallout 3: Black Widow. Retrieved: December 1, 2009. http://fallout.wikia.com/wiki/Black_Widow


Wikia: Grand Theft Auto IV: Characters in GTA IV. Retrieved: December 1, 2009. http://gta.wikia.com/Characters_in_GTA_IV


Wikia: Halo: ODST Characters. Retrieved: December 1, 2009. http://halo.wikia.com/wiki/Halo_3:_ODST


Will
, Barry Scott "PapaGamer." 2007. CHARACTER BUILD GUIDE (for PC, Xbox 360 and Playstation 3) Retrieved: December 1, 2009. http://www.gamefaqs.com/console/xbox360/file/927345/42063

Williams, Martyn. 2008. “PS3 Chip Powers World’s Most Powerful Computer.” PC Advisor. Retrieved: December 5, 2009. http://www.pcadvisor.co.uk/news/index.cfm?newsid=13443


Books

Bogost, Ian and Montfort, Nick. 2009. Racing the Beam: The Atari Computer System. Cambridge, MA.: MIT Press.


Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA.: The MIT Press.


Cassell, J., and Jenkins, H. 1998. “Chess for Girls? Feminism and Computer Games.” In Cassel, Justine, and Jenkins, Henry (Eds.), From Barbie to Mortal Kombat: Gender and Computer Games pp. 2-45 Cambridge, MA: MIT Press.


Peuter, Greig de. 2007. “Video Games.” In Ritzer, George (eds.), Blackwell Encyclopedia of Sociology pp. 5192-3 Madison, MA: Blackwell Publishing.


Haraway, Donna J. 1991. Simians, Cyborgs, and Women. New York, NY: Routledge.


Glos, Jennifer and Goldin, Shari. 2000. “An Interview with Brenda Laurel.” In Cassell, Justine and Henry Jenkins (eds.), From Barbie to Mortal Kombat: Gender and Computer Games,pp.118-135


Glos, Jennifer and Goldin, Shari. 2000. “An Interview with Lee McEnany Caraher.” In Cassell, Justine and Henry Jenkins (eds.), From Barbie to Mortal Kombat: Gender and Computer Games, pp. 192-212.


Huizinga, Johan. 1950. Homo Ludens. Boston, MA: Beacon Press.


Kent, Steven L. 2001. The Ultimate History of Video Games. New York, NY: Three Rivers Press.


Laurel, Brenda. 2001. Utopian Entrepreneur. Cambridge, MA: The MIT Press.


Latour, Bruno. 1996. Aramis or The Love of Technology. Cambridge, MA: Harvard University Press.


Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York, NY: The Free Press.


Journal Articles

Aoyama, Yuko, Hiro Izushi. 2002. “Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry.” Research Policy 32: 423-444.

Cassell, J. (2002). Genderizing HCI. In J. Jacko and A. Sears (eds.), The Handbook of Human-Computer Interaction. Mahwah, NJ: Lawrence Erlbaum, pp. 402-411.


Coltrane, Scott and Messineo, Melinda. 2000. “The Perpetuation of Subtle Prejudice: Race and Gender Imagery in 1990s Television Advertising.” Sex Roles 42:5/6, 363-389.


Consalvo, Mia and Nathan Dutton. 2006. “Game Analysis: Developing a Methodological Toolkit for the Qualitative Study of Games.” The International Journal of Computer Game Research 6:1,1-12.


Consalvo, Mia. 2006. “Console Video Games and Global Corporations: Creating a Hybrid Culture.” New Media Society 8: 117-137


Consalvo, Mia. 2009. “There is No Magic Circle.” Games and Culture 0:0, 1-10.


Davis, Shannon N. 2003. “Sex Stereotypes in Commercials Targeted Toward Children: A Content Analysis.” Sociological Spectrum 23:4, 407-424.


Dietz, Tracy K. 1998. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles 38:5/6, 425-442.


Dill, Karen E. and Kathryn P. Thill. “Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions.” Sex Roles 57: 851-864.


DiSalvo, Betsy James. 2008. “Learning in Context: Digital Games and Young Black Men.” Games and Culture 3:2,131-141.


Gee, James Paul. 2005. “Learning by Design: Good Video Games as Learning Machines.” E-Learning 2: 5-16.


Haraway, Donna. 1988. “Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective.” Feminist Studies 14:3, 575-599.


Ivory, James D. 2006. “Still a Man’s Game: Gender Representation in Online Reviews of Video Games.” Mass Communication and Society 9:1, 103-114. Games: Women in the Culture of Computing.” Psychology of Women Quarterly 9: 451-462.


Leonard, David. 2004. “Unsettling the Military Entertainment Complex: Video Games and a Pedagogy of Peace.” Studies in Media and Information Literacy Education: 4:4:1-8.


Snyder, Claire R. 2008. “What is Third-Wave Feminism? A New Directions Essay.” Journal of Women in Culture and Society 34:1 175-196.


Williams, Dmitri, Nicole Martins, Mia Consalvo, and James D. Ivory. “The Virtual Census: Representations of Gender, Race and Age in Video Games.” New Media Society 11: 815-834.

Thursday, December 3, 2009

Building Blocks: Bibliography

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Here is a rough Bibliography for my paper. I'll probably add a few more sources on content analysis and feminism but for the most part this is it:

Works Cited

Websites

The unofficial Elder Scrolls Pages http://www.uesp.net/

Wikia: Fallout 3 http://fallout.wikia.com/wiki/Fallout_3

Will, Barry Scott "PapaGamer." CHARACTER BUILD GUIDE (for PC, Xbox 360 and Playstation 3) V2.00 2007-02-26 http://www.gamefaqs.com/console/xbox360/file/927345/42063

Youtube.com

Wikia: Bioshock: http://bioshock.wikia.com/


Books

Bogost, Ian and Montfort, Nick. 2009. Racing the Beam: The Atari Computer System. Cambridge, MA.: MIT Press.

Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA.: The MIT Press.

Glos, Jennifer and Goldin, Shari. 2000. “An Interview with Brenda Laurel.” In Cassell, Justine and Henry Jenkins (eds.), From Barbie to Mortal Kombat: Gender and Computer Games, pp.118-135

Glos, Jennifer and Goldin, Shari. 2000. “An Interview with Lee McEnany Caraher.” In Cassell, Justine and Henry Jenkins (eds.), From Barbie to Mortal Kombat: Gender and Computer Games, pp. 192-212.

Huizinga, Johan. 1950. Homo Ludens. Boston, MA: Beacon Press.

Latour, Bruno. 1996. Aramis or The Love of Technology. Cambridge, MA: Harvard University Press.

Latour, Bruno. 2005. Reassembling the Social: An Introduction to Actor-Network-Theory. New York, NY: Oxford University Press.

Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York, NY: The Free Press.



Journal Articles

Aoyama, Yuko, Hiro Izushi. 2002. “Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry.” Research Policy 32: 423-444.

Cadora, Karen. 1995. “Feminist Cyberpunk” Science Fiction Studies 22:3, 357-372.

Cassell, J. (2002). Genderizing HCI.” In J. Jacko and A. Sears (eds.), The Handbook of Human-Computer Interaction. Mahwah, NJ: Lawrence Erlbaum, pp. 402-411.

Coltrane, Scott and Messineo, Melinda. 2000. “The Perpetuation of Subtle Prejudice: Race and Gender Imagery in 1990s Television Advertising.” Sex Roles 42:5/6, 363-389.

Consalvo, Mia and Nathan Dutton. 2006. “Game Analysis: Developing a Methodological Toolkit for the Qualitative Study of Games.” The International Journal of Computer Game Research 6:1,1-12.

Consalvo, Mia. 2006. “Console Video Games and Global Corporations: Creating a Hybrid Culture.” New Media Society 8: 117-137

Consalvo, Mia. 2009. “There is No Magic Circle.” Games and Culture 0:0, 1-10.

Davis, Shannon N. 2003. “Sex Stereotypes in Commercials Targeted Toward Children: A Content Analysis.” Sociological Spectrum 23:4, 407-424.

Dietz, Tracy K. 1998. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles 38:5/6, 425-442.

Dill, Karen E. and Kathryn P. Thill. “Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions.” Sex Roles 57: 851-864.

DiSalvo, Betsy James. 2008. “Learning in Context: Digital Games and Young Black Men.” Games and Culture 3:2,131-141.

Gee, James Paul. 2005. “Learning by Design: Good Video Games as Learning Machines.” E-Learning 2: 5-16.

Haraway, Donna. 1988. “Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective.” Feminist Studies 14:3, 575-599.

Haraway, Donna J. 1991. Simians, Cyborgs, and Women. New York, NY: Routledge.

Ivory, James D. 2006. “Still a Man’s Game: Gender Representation in Online Reviews of Video Games.” Mass Communication and Society 9:1, 103-114.

Kiesler, Sara, Sproull, Lee, and Jacquelynne S. Eccles. “Pool Halls, Chips, and War Games: Women in the Culture of Computing.” Psychology of Women Quarterly 9: 451-462.

Leonard, David. 2004. “Unsettling the Military Entertainment Complex: Video Games and a Pedagogy of Peace.” Studies in Media and Information Literacy Education: 4:4:1-8.

Mahoney, Michael S. 2001. “Boy’s Toys and Women’s Work: Feminism Engages Software.” In Angela N.H. Creager, Elizabeth Lunbeck and Londa Schiebinger (eds.), Feminism in Twentieth-Century Science, Technology, and Medicine, Chicago University Press, 2001.

Snyder, Claire R. 2008. “What is Third-Wave Feminism? A New Directions Essay.” Journal of Women in Culture and Society 34:1 175-196.

Williams, Dmitri, Nicole Martins, Mia Consalvo, and James D. Ivory. “The Virtual Census: Representations of Gender, Race and Age in Video Games.” New Media Society 11: 815-834.