Q4 Arts and Humanities
Ewelina Repeć
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引用次数: 0

摘要

从根本上说,这篇文章是横断面的。作为主题,作者选择了刺客信条系列的最新部分——两款数字游戏,育碧的《奥德赛》(2018)和《英灵殿》(2020)。这一分析主要集中在少数群体的表现,尤其是酷儿群体。它还研究了女性角色和育碧的营销策略。本文的主要目的是指出由于正在进行的增加包容性的过程而产生的某些可能性,以及由于代表性不足而产生的潜在危险。数字游戏具有独特的潜力,可以提供探索自我身份的机会。另一方面,不适当的创造性策略可能导致有害的陈规定型观念延续和加强的危险。因此,对于开发者和消费者来说,消除电子游戏中潜在的有害元素并尝试创造一个包容且无偏见的媒体是同样重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Queerowanie gier AAA na przykładzie serii Assassin’s Creed – możliwości i zagrożenia
The article is, fundamentally, cross-sectional. As its subject, the author chose the most recent installments of the Assassin’s Creed franchise – two digital games, Odyssey (2018) and Valhalla (2020) by Ubisoft. This analysis focuses mainly on the representation of minorities, especially the queer one. It also studies female characters and Ubisoft’s marketing strategies. The main goal of the article is to point out certain possibilities which arise due to the ongoing process of increased inclusivity, as well as potential dangers stemming from underrepresentation. Digital games have unique potential and can provide opportunities to explore one’s own identity. On the other hand, inappropriate creative strategies may result in a danger of perpetuating and strengthening harmful stereotypes. Therefore, it is equally important for developers and consumers alike to eliminate potentially detrimental elements in video games and attempt to build an inclusive and prejudice-free medium.
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来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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