SOOT a Case Study on Women and Video Games

The way in which certain groups are represented in the audiovisual media is important. Video games, as an immersive multimediaresource, are not exempt from gender stereotypes. The purpose of this article is to describe the methodology to create characters for the Costa Rican video game SOOT. To do t...

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Detalhes bibliográficos
Autores: Céspedes Vindas, Adriana, Martínez Toledo, Yanet, Mora Zamora, Rodolfo
Tipo de documento: artigo
Estado:Versão publicada
Data de publicação:2024
País:Costa Rica
Recursos:Instituto Tecnológico de Costa Rica
Repositório:Portal de Revistas TEC
Idioma:espanhol
OAI Identifier:oai:ojs.pkp.sfu.ca:article/7180
Acesso em linha:https://revistas.tec.ac.cr/index.php/comunicacion/article/view/7180
Access Level:Acceso aberto
Palavra-chave:Video games
archetypes
narratives
genre
Literature
Videojuegos
arquetipos
narrativas
género
Literatura
Descrição
Resumo:The way in which certain groups are represented in the audiovisual media is important. Video games, as an immersive multimediaresource, are not exempt from gender stereotypes. The purpose of this article is to describe the methodology to create characters for the Costa Rican video game SOOT. To do this, a methodological process of compilation and theory on the subject in the narrative area was followed. Then, using examples from the video game, the design methodology is described, a mixture derived from Ellis and Bratman’s models. In addition, the archetypes of the female characters, the game, and the hero’s journey among the main characters are explored from a narrative perspective. It is important to explore more this topic with other case studies to improve the representation not only of women but also of other minorities in video games.