Race, Gender, and Sexuality Representation in Contemporary Triple-A Video Game Narratives

dc.contributor.authorHaines, Coryen
dc.contributor.committeechairKing, Neal M.en
dc.contributor.committeememberIvory, James Deeen
dc.contributor.committeememberRoos, Micah J.en
dc.contributor.departmentCollege of Liberal Arts and Humanitiesen
dc.date.accessioned2019-10-14T19:26:20Zen
dc.date.available2019-10-14T19:26:20Zen
dc.date.issued2019-05-14en
dc.description.abstractBy conducting both qualitative and quantitative analysis of data from interviews and game content, I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how they view their representations in this medium and to set categorical criteria for an interpretive content analysis. I analyze a sample of top-selling narrative-driven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women.en
dc.description.abstractgeneralI examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how people view their representations in video games and to set a guide for analyzing the games themselves. I analyze a sample of top-selling narrativedriven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women.en
dc.format.mediumETDen
dc.identifier.urihttp://hdl.handle.net/10919/94573en
dc.language.isoen_USen
dc.publisherVirginia Techen
dc.rightsCreative Commons Attribution 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en
dc.subjectMedia Representationen
dc.subjectInequalityen
dc.subjectMixed Methodsen
dc.subjectIntersectionalityen
dc.titleRace, Gender, and Sexuality Representation in Contemporary Triple-A Video Game Narrativesen
dc.typeThesisen
thesis.degree.disciplineSociologyen
thesis.degree.grantorVirginia Polytechnic Institute and State Universityen
thesis.degree.levelmastersen
thesis.degree.nameM.A.en

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