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Sorceresses and witchers: The representation of gender in The Witcher videogame Series

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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Sorceresses and witchers: The representation of gender in The Witcher videogame Series. / Heritage, Frazer.
2019. Paper presented at 12th BAAL LGaS SIG, Birmingham, United Kingdom.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Harvard

Heritage, F 2019, 'Sorceresses and witchers: The representation of gender in The Witcher videogame Series', Paper presented at 12th BAAL LGaS SIG, Birmingham, United Kingdom, 30/05/19 - 30/05/19.

APA

Heritage, F. (2019). Sorceresses and witchers: The representation of gender in The Witcher videogame Series. Paper presented at 12th BAAL LGaS SIG, Birmingham, United Kingdom.

Vancouver

Heritage F. Sorceresses and witchers: The representation of gender in The Witcher videogame Series. 2019. Paper presented at 12th BAAL LGaS SIG, Birmingham, United Kingdom.

Author

Heritage, Frazer. / Sorceresses and witchers : The representation of gender in The Witcher videogame Series. Paper presented at 12th BAAL LGaS SIG, Birmingham, United Kingdom.

Bibtex

@conference{be5d8b61b382432f8aadf72c9711c47f,
title = "Sorceresses and witchers: The representation of gender in The Witcher videogame Series",
abstract = "Mass-media, such as videogames, can reinforce social expectations of gender and sexuality. To date, there is a growing body of research which examines the discourses of videogames (see for example, Ensslin 2012). However, the majority of linguistic studies examine the discourses surrounding videogames, such as in online fora (for example, Ensslin 2012; Potts 2015). I take a different approach and examine videogames as a text in their own right. In this paper, the videogame series the Witcher (Projekt Red 2007-2015) is taken as a case study for lexico-grammatical analysis via corpus methods. I start by examining gendered characters who occur as keywords. The shared collocates of these characters are examined and cross-referenced with visual representations. I argue that the female characters are typically represented as physically weak but intelligent. When discussing strength, women are referred to as emotionally strong, while men are seen as physically strong. Male characters typically occupy positions of physical and economic power, while female characters are subject to the glass ceiling effect. I also use corpus-assisted approaches to analyse the agency of women within the series (similar to the work of Hunt, 2015). The findings reveal that women typically occupy the patent position of transitive verb constructions, especially in constructions about sexual intercourse. I argue that this contributes to a negative representation of women.",
author = "Frazer Heritage",
year = "2019",
month = may,
day = "30",
language = "English",
note = "12th BAAL LGaS SIG : Intersections of language, gender and sexuality in media and technology, LGaS ; Conference date: 30-05-2019 Through 30-05-2019",
url = "https://www.bcu.ac.uk/news-events/calendar/baalgalsig12",

}

RIS

TY - CONF

T1 - Sorceresses and witchers

T2 - 12th BAAL LGaS SIG

AU - Heritage, Frazer

PY - 2019/5/30

Y1 - 2019/5/30

N2 - Mass-media, such as videogames, can reinforce social expectations of gender and sexuality. To date, there is a growing body of research which examines the discourses of videogames (see for example, Ensslin 2012). However, the majority of linguistic studies examine the discourses surrounding videogames, such as in online fora (for example, Ensslin 2012; Potts 2015). I take a different approach and examine videogames as a text in their own right. In this paper, the videogame series the Witcher (Projekt Red 2007-2015) is taken as a case study for lexico-grammatical analysis via corpus methods. I start by examining gendered characters who occur as keywords. The shared collocates of these characters are examined and cross-referenced with visual representations. I argue that the female characters are typically represented as physically weak but intelligent. When discussing strength, women are referred to as emotionally strong, while men are seen as physically strong. Male characters typically occupy positions of physical and economic power, while female characters are subject to the glass ceiling effect. I also use corpus-assisted approaches to analyse the agency of women within the series (similar to the work of Hunt, 2015). The findings reveal that women typically occupy the patent position of transitive verb constructions, especially in constructions about sexual intercourse. I argue that this contributes to a negative representation of women.

AB - Mass-media, such as videogames, can reinforce social expectations of gender and sexuality. To date, there is a growing body of research which examines the discourses of videogames (see for example, Ensslin 2012). However, the majority of linguistic studies examine the discourses surrounding videogames, such as in online fora (for example, Ensslin 2012; Potts 2015). I take a different approach and examine videogames as a text in their own right. In this paper, the videogame series the Witcher (Projekt Red 2007-2015) is taken as a case study for lexico-grammatical analysis via corpus methods. I start by examining gendered characters who occur as keywords. The shared collocates of these characters are examined and cross-referenced with visual representations. I argue that the female characters are typically represented as physically weak but intelligent. When discussing strength, women are referred to as emotionally strong, while men are seen as physically strong. Male characters typically occupy positions of physical and economic power, while female characters are subject to the glass ceiling effect. I also use corpus-assisted approaches to analyse the agency of women within the series (similar to the work of Hunt, 2015). The findings reveal that women typically occupy the patent position of transitive verb constructions, especially in constructions about sexual intercourse. I argue that this contributes to a negative representation of women.

M3 - Conference paper

Y2 - 30 May 2019 through 30 May 2019

ER -