Karaktärsdesign och representation

7,5 hp

Litteraturlista, Grundnivå, 5SD060

Det finns en senare version av litteraturlistan.

Huvudgrupp 1

  • Ellis, Katie, Interdisciplinary Approaches to Disability: Looking Towards the Future: Volume 2, Routledge, 2018 (Sidor 30–45. (15p))
  • Cresswell, Tim, Place: a short introduction, Malden, MA, Blackwell Pub., 2004 (Sidor 1–12 (11p))
  • Hall, Stuart; Evans, Jessica; Nixon, Sean, Representation, 2. ed., London, SAGE, 2013 (The work of representation, s 1–46. (45p) The spectacle of the 'other', s 215–267 (52p))
  • Davis, Lennard J., The disability studies reader, 4th ed., New York, NY, Routledge, 2013 (S. 301–308 (7p))
  • Ruberg, Bonnie; Shaw, Adrienne, Queer game studies, Minneapolis, University of Minnesota Press, [2017] (Sidor 109–124 (13p))
  • Shaw, Adrienne, Gaming at the edge: sexuality and gender at the margins of gamer culture, Minneapolis, University of Minnesota Press, cop. 2014 (s. 13–42 (20s))
  • 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) Shelly, C. Transexual.Pp 607–608. (1p) Sullivan, N. Queer theory. Pp 521–523 (3p))
  • Carr, D, Ability, disability and dead space, Game Studies, 2014, http://gamestudies.org/1402/articles/carr (13 sidor)
  • Dill, K.E.; Burgess, M.C., Influence of Black masculinity game exemplars on social judgments, Simulation & Gaming, 2013 (Pp 562–585. (13s.))
  • Höglund, J., Electronic empire: Orientalism revisited in the military shooter, Game Studies, 8(1), 2008, http://gamestudies.org/0801/articles/hoeglund (14 sidor)
  • Kennedy, H.W., Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis, Game Studies, vol.2 no.2, 2002, www.gamestudies.org/0202/kennedy/ (12 s)
  • Kirkland, E., Masculinity in video games: The gendered gameplay of silent hill, Camera Obscura, 24(2 71), 2009, https://core.ac.uk/download/pdf/6205783.pdf (161–183 (22 s))
  • Lemish, D.; Muhlbauer, V., "Can't Have it All": Representations of Older Women in Popular Culture, Women & Therapy, 35(3-4), 2012 (Sidor 165–180 (15s))
  • Leonard, D., Live in your world, play in ours: Race, video games, and consuming the other, Studies in media & information literacy education, 3(4), 2003, http://mediastudies.viu.ca/dougstetar/courses/medi265/resources/articles/Leonard_LiveinYourWorld.pdf (s 1–9 (9 s))
  • MacCallum-Stewart, E., "Take That, Bitches!" Refiguring Lara Croft in Feminist Game Narratives, Game Studies, vol.14 no.2., 2014, http://gamestudies.org/1402/articles/maccallumstewart. (18 sidor)
  • Monsson, M.J., Race-Based Fantasy Realm: Essentialism in the World of Warcraft. Games and Culture, Sage Journals, 2012 (s 48–71 (23 s))
  • Quiring, T., From voxel vistas: Place-making in Minecraft, Journal for virtual worlds research, 8(1), 2015, https://jvwr-ojs-utexas.tdl.org/jvwr/index.php/jvwr/article/view/7122
  • Shaw, I. G. R.; Warf, B., Worlds of affect: Virtual geographies of video games. Environment and Planning A, 41(6), Sage Journals, 2009 (sidor 1332–1343. (11s))
  • Barrett, P., White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas., The Review of Education, Pedagogy, and Cultural Studies, 2006 (95–119. (24p))

Orientalism in Modern Pop Culture. (2017). Prince of Persia. http://modernorientalism.weebly.com/prince-of-persia.html (1p)

Orientalism in Modern Pop Culture. (2017). Assassin's Creed. http://modernorientalism.weebly.com/assassins-creed.html (1p)