Character Design and Representation
7.5 credits
Reading list, Bachelor's level, 5SD060
A revised version of the reading list is available.
Main group 1
Some literature are digital and can be find through the library. Some literature is available online via a link in the list. Some literature can be found on the course page in Studium.
- Andiloro, A., 'This must be the place': Understanding video game placeness through atmosphere and the refrain in Dark Souls, Part of: Journal of gaming & virtual worlds, vol. 14, no. 2, 2022, p. 207–223 (16 p.)
- Barrett, P, White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas, Part of: The review of education, pedagogy, cultural studies, 2006, p. 95–119 (24 p.)
- Carr, D, Ability, disability and dead space, Game Studies, 2014, http://gamestudies.org/1402/articles/carr
- Chess, Shira, Ready Player Two: Women Gamers and Designed Identity, University of Minnesota Press, 2017 (27 p.)
- Dill, K.E.; Burgess, M.C., Influence of Black masculinity game exemplars on social judgments, Part of: Simulation & gaming, 2013, p. 562–585 (13 p.)
- Hall, Stuart, Representations, Thousand Oaks: Sage, 2013 (Available on the course page in Studium.)
- Höglund, J., Electronic empire: Orientalism revisited in the military shooter, Game Studies, 8(1), 2008, http://gamestudies.org/0801/articles/hoeglund (14 pages)
- Flood, Michael, International encyclopedia of men and masculinities, London, Routledge, 2007 (Drummond, M. Age and Ageism. Pp10–13 (3p) Flood, M. Gender order. Pp 236–236. (1p) Harbison, JM. &
Beggan, JK. Sex/ gender system. Pp 553–554 (1p) Hatchell, H. Gender. Pp 235–235. (2p) Jackson, D. Agism. Pp13–14 (1p) Levy, DP. Hegemonic Masculinity. Pp 253–255 (2p) Robinson, V. Heterosexuality. Pp 256–260. (4p) Shelly, C. Transgender. Pp 606–607. (1p)) - Kirkland, Ewan, Masculinity in video games: The gendered gameplay of silent hill., Camera Obscura: Feminism, Culture and Media Studies, 2009, Article (Available on the course page in Studium.)
- Ledder, S., On dis/ability within game studies: The discursive construction of ludic bodies, Part of: Interdisciplinary approaches to disability: looking towards the future, 2019, vol. 2, p. 30–45 (16 p.)
- Lemish, D; Muhlbauer, V, "Can´t Have it All": Representations of Older Women in Popular Culture, Part of: Women & therapy, vol. 35, no. 3-4, 2012, p. 165–180 (15 p.)
- Leonard, David, Live in your world, play in ours: Race, video games, and consuming the other., Studies in media & information literacy education, 2003, On Line Article
- Malkowski, J; Russworm, TM, Introduction: Identity, Representation, and Video Game Studies beyond the Politics of the Image, Part of: "Gaming representation: race, gender, and sexuality in video games", 2017, vol. 1-16
- McRuer, R, Compulsory able-bodiedness and queer/disabled existence, Part of: The disability studies reader, 4th ed., New York, NY, Routledge, 2013, vol. 4, p. 301–308 (301–308)
- Monsson, M.J., Race-Based Fantasy Realm: Essentialism in the World of Warcraft, Part of: Games and culture, 2012, p. 48–71 (23 p.)
- Murray, S, The poetics of form and the politics of identity in Assassin's Creed III: Liberation, Part of: Kinephanos, 2017, p. 77–102, https:/
/ (77–102)www.kinephanos.ca/ 2017/ the-poetics-of-form/ - Orientalism in Modern Pop Culture, Prince of Persia, 2017 (Available on the course page in Studium.)