Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/12816
DC FieldValueLanguage
dc.contributor.advisorIoannou, Andri-
dc.contributor.authorIoannou, Iraklis-
dc.date.accessioned2018-09-21T09:55:20Z-
dc.date.available2018-09-21T09:55:20Z-
dc.date.issued2016-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/12816-
dc.description.abstractVideo games are unquestionably an integral part of our lives: they offer entertainment, education, and socializing. Video games fulfill much more than they used to when they first appeared and are by far more prevalent in our everyday routine, especially since the appearance of handheld devices and mobile gaming. Despite popular beliefs, video games do not fail to attract people of all ages and genders. In fact, about 50% of gamers are women – a facet that is often disregarded by video game companies when pitching or designing new video games. Being such a huge source of information to a wide range of people–a range that excludes no one–video games have reasonably been studied extensively. Researches and critics raise controversial matters on video games’ content and uses. This thesis focuses on the case of gender portrayal, particularly how gender is generally represented in video games and what stereotypes prevail. This work uses the currently most popular video game, League of Legends, and its 130 playable characters (champions) as a case study, in an attempt to evaluate whether the game embraces or dismisses these gender stereotypes. Results show that the game does embrace certain gender stereotypes. Female champions are only as half as male ones and they are by far, more stereotypically depicted (skinny, small waists, large breasts, conventionally attractive) than men, whose appearances vary and often deviate from ideal standards of beauty. Female champions are also more likely to wear revealing and/or tight clothes, are generally younger, and are sometimes even promoted in certain ways so as to appeal through their bodies rather than skills or power, even though this is a fantasy strategy fighting game. The study provides guidelines for the design of stereotype-free video games and discusses implications of this work for future research and practice.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.publisherDepartment of Multimedia and Graphic arts, Faculty of Fine and Applied Arts, Cyprus University of Technologyen_US
dc.rightsΑπαγορεύεται η δημοσίευση ή αναπαραγωγή, ηλεκτρονική ή άλλη χωρίς τη γραπτή συγκατάθεση του δημιουργού και κάτοχου των πνευματικών δικαιωμάτων.en_US
dc.subjectVideo gamesen_US
dc.subjectGender stereotypesen_US
dc.subjectGender portrayalen_US
dc.subjectGender representationen_US
dc.subjectCharacter designen_US
dc.subjectSexismen_US
dc.subjectLeague of Legendsen_US
dc.titleGender stereotypes and gender portrayal in video games : the case of lolen_US
dc.typeBachelors Thesisen_US
dc.affiliationCyprus University of Technologyen_US
dc.relation.deptDepartment of Multimedia and Graphic Artsen_US
dc.description.statusCompleteden_US
cut.common.academicyear2015-2016en_US
dc.relation.facultyFaculty of Fine and Applied Artsen_US
item.fulltextWith Fulltext-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
item.openairetypebachelorThesis-
item.languageiso639-1en-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0002-3570-6578-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
Appears in Collections:Πτυχιακές Εργασίες/ Bachelor's Degree Theses
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