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published in(发表于) 2016/7/14 10:58:43
31 game research report: women slowly towards equality

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31 game report: slowly towards equality of women-video game, Tomb Raider, sex discrimination-IT information

Over the years, video game sex discrimination against women in many discussions, any hope of solving the problem of people should read Telisa·linqi (Teresa Lynch) this 18-page article--of the Sexy,Strong,and Secondary, which last month (June), published in the journal of communication.

Photo caption: from Blizzard

1989 – 2014, Jessica Lynch and researcher e. Tompkins, and Irene I. van Driel, Niki Fritz research 571 female characters in the game, found that the overall situation was improving. According to their research, gender discrimination in the game peaked in 1995, then began to decline, except visible rebound several times (including a massive recovery in 2012). Lynch said this showed " gender discrimination in the game over the years, instructions and the game world to respond to critics ."

The study said "we believe that this decline is rising because women's interest in the games, but also more in game criticism from male hegemony. ”

From the most recent issue is concerned, some people reading the article might rush to Tweet after criticism. But please also take a look at some point. Lynch and her team after nearly 600 women in the study, found that "compared with the previous analysis, female gender identity more clearly." They acknowledged that the so-called "subtle gender discrimination" is still a problem, but they also expressed their "feminine characteristics of pure female game characters is unlikely to negatively impact players."

" In other words, when taking into account the content of marketing materials, (the latter due to the publicity needs more explicit), academics, commentators and the general public assume that common features of the female character in the game (such as probation) seems to be too much emphasis.

Photo caption: from T. Lynch, et al.

Of course there are many other problems. For example, in this study involves the introduction of a number of common themes, such as the number of women involved in the actual creation of the game are relatively low, or women are more inclined to play role-playing games or game not sexualized roles.

Surprise was that no women on so-called "probation games" had insight, the study says, role of sexy women in "male-dominated" is very serious in the types of games, such as fighting games. In the Soul Calibur Ivy Valentine was almost completely exposed in the body outside the equipment.

Lynch's research also shows that although female characters in the game more playable, but they still came in minor roles. Moreover, the study found that women in the game sexy bear no connection to critical success, "adolescent" and "adult" rated games usually description there is no difference in this regard. In addition, the study also found that sexy female character and her abilities are closely related.

Photo caption: from Capcom

Research methods explained in detail in the report. Study only considers "dynamic process", rather than "Gallery" or "opening animation of the interactive", and their female characters from the websites such as IGN, Giant Bomb and Wikipedia. Their research based on 571 female role in the 5-minute video on YouTube, and "avoid capture content bias", but preferred no comment video to avoid bias. Two researchers were "crazy" fans of the game, while the other two are not .

Many other examples in the actual definition of sexy, Lynch said they thought " is affect the shape of the hardest hit in the chest: chest and figure disproportionately (α =. 81), the bare skin between the armpit and chest (α =. 70) and artistic style of dress or stresses (such as shadows, α =. 73).

This sort of. Their research method is thorough and scientific, but at the same time, also highlighted research in defining problems with probation. Sometimes, Laura when you climb the ladder to the lens stuck in her ass, or her in 2013, when the Tomb Raider reboot camera stuck in her chest, which are not so obvious. Sometimes, just as suggestive dialogue and something as simple as eye contact can see bikini walking on the battlefield than much more specific.

However, one of Lynch's research to convey basic information or a hope. Study says it will make gaming environment for the better.

" Female characters more normal, more capable, and there is no description of the chemical may be able to reduce hostility to women in the game," the study said, "as a result, the downward trend of sexy female roles and, in particular, reducing their ability or reducing their in-game scenes, there is hope for everyone to develop a more equal gaming environment.


31年游戏研究报告:女性慢慢走向平等 - 电子游戏,古墓丽影,性别歧视 - IT资讯

这几年来,关于电子游戏中对女性严重的性别歧视的讨论很多,任何希望解决这个问题的人都应该读一读特里萨·林奇(Teresa Lynch)这篇长达18页的文章——《Sexy,Strong,and Secondary》,该文章上月(6月)发布于《传播学刊》。

图片说明:来自Blizzard

1989年-2014年,林奇和研究员Jessica E. Tompkins、Irene I. van Driel、Niki Fritz一起研究了游戏中的571个女性角色,发现整体情况正在改善。根据他们的研究,游戏中的性别歧视在1995年达到巅峰,从那以后开始下降,几次明显的回升除外(包括2012年的一次大规模回升)。林奇表示,这显示出“这些年来游戏中性别歧视的变化,说明游戏界对批评者们正在作出回应”。

研究称:“我们认为这种下降是因为女性对游戏的兴趣不断上升,而且对游戏界男性霸权的批评也更多了。”

从最近的一些事来看,有一些人在读了文章之后可能会急匆匆地发推文表示批评。但是请看一看研究的另外一些观点。林奇和她的研究团队在研究了近600名女性角色之后,发现“与之前的分析相比,女性角色的性别特征更加不明显了”。他们承认,所谓的“不易察觉的性别歧视”仍是个问题,但他们还表示“女性特征明显的纯女性游戏角色并不会对玩家带来负面影响”。

换言之,当考虑到游戏内容非营销材料时(后者因宣传需要更为露骨),学者、评论家与大众假设游戏中女性角色的普遍特点(比如性感化)看上去似乎被过分强调了。

图片说明:来自T. Lynch, et al.

当然还有很多别的问题。比如说,在这项研究的介绍部分涉及到了许多常见的主题,例如女性参与游戏实际创作的人数相对较低,或者是女性更倾向于玩角色扮演类游戏或是没有情色化角色的游戏。

出人意料的是,没有女性对所谓“性感化游戏”有着深刻了解,研究指出女性角色性感化现象在“男性主导”的游戏类型中已经很严重,例如格斗游戏。《刀魂》中的Ivy Valentine几乎完全将身体裸露在装备之外。

林奇的研究还表明,尽管如今游戏中的女性角色更具可玩性,但是她们仍然屈居次要角色。而且,研究发现游戏中的女性性感与其关键性的成功并无联系,有“青少年”与“成年”分级的游戏通常在这一方面的描述也没有差别。此外,研究还发现,女性角色的性感化与她的能力关系密切。

图片说明:来自Capcom

报告详细地解释了他们的研究方法。研究只考虑“动态过程”,而非“静态艺术”或“互动性低的开场动画”,而且他们研究的女性角色源于各大网站,如IGN、Giant Bomb与维基百科。他们的研究基于571名女性角色在YouTube上的5分钟短片,从而“避免捕捉内容时的偏见”,而且优先选择没有评论的视频以避免偏见。两名研究人员是“狂热”游戏粉丝,而另外两名则不是

在实际定义性感化的许多其他例子中,林奇表示他们认为“胸部是被性感化塑造的重灾区:胸部与身材不成比例(α= .81),腋下与胸之间裸露的皮肤(α= .70)以及着装或艺术风格的强调(例如阴影,α= .73)。

诸如此类。他们的研究方法透彻且科学,但同时,也凸显了这些研究在定义性感化时的问题。有时,劳拉爬梯子时镜头停留在她的臀部,或者是她在2013年《古墓丽影》重新开机时镜头停留在她的胸部,这都不是那么明显。有时,就像暗示性的对话与眼神接触一样简单的东西可能比见到穿着比基尼在战场上散步具体得多。

不过,林奇的研究要表达的基本信息之一还是一种希望。研究称,这会让游戏界的环境变得更好。

让女性角色更加正常,更有能力,并且没有物化的描述也许能减轻游戏中对女性的敌意,”研究表示,“因此,女性角色性感化的下降趋势,尤其是不降低她们的能力或减少她们在游戏中的戏份,有希望为大家培养出一个更为平等的游戏环境。






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