![]() Gender Videogames Corpus linguistics Characterisation The Witcher SorceressesĬAH00 - multidisciplinary > CAH00-00 - multidisciplinary > CAH00-00-00 - multidisciplinaryĬAH15 - social sciences > CAH15-01 - sociology, social policy and anthropology > CAH15-01-02 - sociologyĬAH19 - language and area studies > CAH19-01 - English studies > CAH19-01-02 - English languageĬAH19 - language and area studies > CAH19-01 - English studies > CAH19-01-07 - linguisticsĬAH24 - media, journalism and communications > CAH24-01 - media, journalism and communications > CAH24-01-05 - media studiesįaculty of Business, Law and Social Sciences > School of Social Sciences > Dept. I argue that regardless of what options players choose, they are statistically more likely to encounter these problematic representations of gender, thus raising questions about whether it is possible to escape sexist discourses in this medium. The analysis demonstrates that sorceresses are represented as educated and intelligent, but subject to a glass ceiling effect: they are only ever advisors and not leaders. The Witcher (2007 Video Game) M Action, Adventure, Drama 8.5 Rate In medieval times, Geralt of Rivia, a member of a fading order of professional monster slayers known as Witchers, is on trail of Salamandra, a secretive crime syndicate that stole dangerous alchemical formulas from Witchers fort. ![]() I argue that the main female characters of the game are typically sorceresses, and so I explore how this term is used across the corpus. For easier viewing and separation of canon/non-canon this page has been split into 4 sections. The books also spawned a Netflix TV series, now heading into its third season. The timeline documents important dates and events in the Witcher series, with the dates in human calendar are counted from the 'Resurrection', a mysterious event mentioned in Season of Storms. Keyword analysis shows that male characters are more likely to occur than female characters and have a more diverse range of professions than female characters. The Witcher video games are based on a series of fantasy novels penned by Polish author Andrzej Sapkowski. In this paper, the videogame series The Witcher (CD Projekt Red, 2007, CD Projekt Red, 2011, CD Projekt Red, 2015) is taken as a case study for lexico-grammatical analysis of the representation of gender via corpus methods. I argue that one way to overcome this is to use corpus linguistic methods. This can be problematic when exploring the representation of gender from the perspective of player’s experiences. Several videogames allow players to form their own narratives by making the player choose certain options with different dialogues and thus different representations. The Witcher (Polish: Wiedmin pronounced vdmin) is a series of six fantasy novels and 15 short stories written by Polish author Andrzej Sapkowski.
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