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dc.contributor.advisorEdward Schiappa.en_US
dc.contributor.authorCaldwell, Kyrie Eleison Hartsoughen_US
dc.contributor.otherMIT Comparative Media Studies/Writing.en_US
dc.date.accessioned2017-01-30T19:16:28Z
dc.date.available2017-01-30T19:16:28Z
dc.date.issued2016en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/106745
dc.descriptionThesis: S.M. in Comparative Media Studies and Writing, Massachusetts Institute of Technology, Department of Humanities, Graduate Program in Science Writing, 2016.en_US
dc.descriptionCataloged from PDF version of thesis. "September 2016."en_US
dc.descriptionIncludes bibliographical references (pages 93-105).en_US
dc.description.abstractThis thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between characters, namely healing, protection, and building relationships. The method used has been adapted from structural analysis via literary theory, as informed by game studies, media studies methodologies, and feminist epistemologies. Game mechanics are analyzed both across and within primary texts (consisting of Japanese-developed games from the action and role-playing genres) in relation to characters' representation. Through this analysis, I found that characters who are women and girls are often associated with physical weakness, nature-based magic, and nurturing (or absent) personalities, whereas characters who are men and boys often protect women through physical combat, heal through medical means, and keep an emotional distance from others. Relationships built through game mechanics rely on one-sided agency and potential that renders lovers and friends as characters who exist to support the player character in achieving the primary goals of the game. Through these findings, I conclude that even warm interactions in games carry negative, even potentially violent and oppressive, representations and that there is thusly a need for design interventions on the mechanical level to mitigate violence in game worlds and the reinforcement of negative real world stereotypes.en_US
dc.description.statementofresponsibilityby Kyrie Eleison Hartsough Caldwell.en_US
dc.format.extent153 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectGraduate Program in Science Writing.en_US
dc.subjectMIT Comparative Media Studies/Writing.en_US
dc.titleFake the dawn : digital game mechanics and the construction of gender in fictional worldsen_US
dc.typeThesisen_US
dc.description.degreeS.M. in Comparative Media Studies and Writingen_US
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writingen_US
dc.contributor.departmentMIT Program in Writing & Humanistic Studies
dc.identifier.oclc969440741en_US


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