“How is it that Someone Like You: paragon, Damn Near Saint; Could Love this World so Damn Much but No One in It?”: Horizon Zero Dawn's Aloy and the Disruption of Hetero-Amatonormative Benevolent Sexism in Female-led Games

IF 2.4 2区 文学 Q1 COMMUNICATION
M. Allen
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Abstract

While recent data from the Entertainment Software Association indicates there is close to a 50/50 split in gender identification of gamers between men and women, the environment created by stereotypical depictions of women in games as well as negative community interactions continue creating a hostile environment for women who identify as gamers. Since the 2010s, the presence of female playable characters in major studio games began to appear with polarized reception. Horizon Zero Dawn (2017) and Horizon Forbidden West (2022) require players to assume the role of Aloy, a female machine hunter and outcast without a male playable character option. Using Glick and Fiske’s concept of benevolent sexism and the three frames outlined in Schröter and Thon’s video game narrative analysis framework (narrative, ludic, and social), Aloy's narrative was analyzed to highlight how it disrupts amatonormative benevolent sexism in female-led games.
“为什么像你这样的人:典范,近乎圣人;你能如此爱这个世界却没有人吗?:《地平线:零之黎明》的忠诚以及女性主导游戏中异性恋-非正统的仁慈性别歧视的破坏
尽管娱乐软件协会(Entertainment Software Association)最近的数据显示,男性和女性玩家的性别认同比例接近50/50,但游戏中对女性的刻板描述所创造的环境,以及消极的社区互动,仍在为女性玩家创造一个充满敌意的环境。自2010年以来,主流工作室游戏中出现的女性可玩角色开始受到两极分化的欢迎。《地平线Zero Dawn》(2017)和《地平线Forbidden West》(2022)要求玩家扮演Aloy,一个没有男性可玩角色选择的女性机器猎人和被放逐者。利用Glick和Fiske的善意性别歧视概念、Schröter中概述的三个框架以及Thon的电子游戏叙事分析框架(叙述性、娱乐性和社交性),我们分析了Aloy的叙事,以突出它如何在女性主导的游戏中破坏非规范的善意性别歧视。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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