Karaktärsdesign och representation
7,5 hp
Litteraturlista, Grundnivå, 5SD060
Huvudgrupp 1
Viss litteratur är digital och kan hittas genom biblioteket. En del litteratur är tillgänglig online via en länk i listan. Ett par poster kan hittas på kurssidan i Studium.
- Barrett, P, White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas, Ingår i: The review of education, pedagogy, cultural studies, 2006, s. 95–119 (24 s.)
- Carr, D, Ability, disability and dead space, Game Studies, 2014, http://gamestudies.org/1402/articles/carr (13 sidor)
- Chess, Shira, Ready Player Two: Women Gamers and Designed Identity, University of Minnesota Press, 2017 (27 s.)
- Dill, K.E.; Burgess, M.C., Influence of Black masculinity game exemplars on social judgments, Ingår i: Simulation & gaming, 2013, s. 562–585 (13 s.)
- Hall, Stuart, Representations, Thousand Oaks: Sage, 2013 (Läs Introduktionen, s. xvii-xxvi. Finns tillgänglig på kurssidan i Studium.)
- Harrer, Sabine, Casual Empire: Video Games as Neocolonial Praxis, Open Library of Humanities, 2018, Link to the Open Library of Humanities (4 (1). 23 s.)
- Harrer, Sabine, We are the Champions? Performing Whiteness in ASCENSION: DAWN OF CHAMPIONS, Ingår i: Simulation & gaming., vol. 52, nr. 5, 2021, s. 533–553 (17 s.)
- Höglund, J., Electronic empire: Orientalism revisited in the military shooter, Game Studies, 8(1), 2008, http://gamestudies.org/0801/articles/hoeglund (14 sidor)
- Kirkland, Ewan, Masculinity in video games: The gendered gameplay of silent hill., Camera Obscura: Feminism, Culture and Media Studies, 2009, Article (Tillgänglig på kurssidan i Studium.)
- Ledder, S., On dis/ability within game studies: The discursive construction of ludic bodies, Ingår i: Interdisciplinary approaches to disability: looking towards the future, 2019, vol. 2, s. 30–45 (16 s.)
- Lemish, D; Muhlbauer, V, "Can´t Have it All": Representations of Older Women in Popular Culture, Ingår i: Women & therapy, vol. 35, nr. 3-4, 2012, s. 165–180 (15 s.)
- 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 (3(4), 1–9 Även tillgänglig på kurssidan i Studium.)
- Malkowski, J; Russworm, TM, Introduction: Identity, Representation, and Video Game Studies beyond the Politics of the Image, Ingår i: "Gaming representation: race, gender, and sexuality in video games", 2017, vol. 1-16
- McRuer, R, Compulsory able-bodiedness and queer/disabled existence, Ingår i: The disability studies reader, 4th ed., New York, NY, Routledge, 2013, vol. 4, s. 301–308 (301–308)
- Monsson, M.J., Race-Based Fantasy Realm: Essentialism in the World of Warcraft, Ingår i: Games and culture, 2012, s. 48–71 (23 s.)
- Murray, S, The poetics of form and the politics of identity in Assassin's Creed III: Liberation, Ingår i: Kinephanos, 2017, s. 77–102, https:/
/ (77–102)www.kinephanos.ca/ 2017/ the-poetics-of-form/ - Shapiro, S; Rotter, M, Graphic depictions:: portrayals of mental illness in video games, Ingår i: Journal of forensic sciences, vol. 61, nr. 6, 2016, s. 1592–1595 (3 s.)
- Shaw, Adrienne, Gaming at the edge: sexuality and gender at the margins of gamer culture, Minneapolis, University of Minnesota Press, [2014] (s. 13–42 (20 s))
- Thach, H., A Cross-Game Look at Transgender Representation in Video Games, Ingår i: Press Start, vol. 7, nr. 1, 2021, s. 19–44 (15 s.)