Representation of Gender-Based Violence Words in Genshin Impact

I.G.N Adhimas Maharditya
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Abstract

This paper aims to examine a representation of gender-based violence words inside video games. This study focused on processing textual data inside video games, where Genshin Impact’s in-game textual data is the chosen object of research. In previous research regarding modern media, gender male was always related to violence words more than female. Uncovering the result from the comparison of violence words used Genshin between males and females is the main goal of this study. Genshin was chosen because of the dominant number of female characters (33) compared to male characters (17), which piqued my curiosity if this game is able to change the culture where female characters can be more related to violence words.  A mixed-method analysis is used as the core method of this research, as aside from statistical analysis by corpus software, culture, and social aspects are also analyzed based on statistical results.  The result shows that despite a big difference in character count, male characters still have more relation to violence words than female characters by around 2%.
源泉影响》中对性别暴力词语的表述
本文旨在研究视频游戏中性别暴力词语的表现形式。本研究的重点是处理电子游戏中的文本数据,其中《源氏冲击》的游戏内文本数据是选定的研究对象。在以往有关现代媒体的研究中,与暴力词汇相关的性别男性总是多于女性。本研究的主要目的是通过比较男性和女性在《源氏物语》中使用的暴力词汇来揭示其结果。之所以选择《源氏物语》,是因为该游戏中女性角色的数量(33 个)比男性角色的数量(17 个)多,这引起了我的好奇心,我想知道这款游戏是否能够改变女性角色与暴力词汇更相关的文化。 本研究的核心方法是混合方法分析,除了使用语料库软件进行统计分析外,还根据统计结果对文化和社会方面进行了分析。 结果表明,尽管角色数量相差很大,但男性角色与暴力词汇的关联度仍比女性角色高出约 2%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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