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Slåss som en tjej: Hur man kan visualisera icke könsnormativa karaktärer till fightingspel enligt principerna för god informationsdesign
Mälardalen University, School of Innovation, Design and Engineering.
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis [Artistic work]
Abstract [sv]

Arbetet syftar till att försöka besvara hur en specifik karaktär till ett spel kan utformas på ett sä̈tt som undviker könsstereotypa konventioner, utan i stä̈llet placera större vikt vid karaktärens kommunikativa aspekter såsom dess fighting-egenskaper och funktionalitet i spelet. Detta för att bidra till att öka förståelsen för hur kvinnliga spelare upplever karaktärer inom fightingspel samt vad som påverkar deras val av karaktär i spelsammanhang.

Arbetet belyser den kritik och teorier som är riktad mot hur kvinnliga karaktärer framställs inom fightingspel idag och vilka konsekvenser detta får hos målgruppen och samhället.

Baserat på dessa studier och vägledning av en expert inom branschen, har två skisser av kvinnliga karaktärer med olika manér tagits fram till Ultra Street Fighter IV. Dessa har sedan provats ut på en målgrupp inom det tilltänkta området med varierande förkunskaper i ämnet.

Resultatet visar att ett av manéren bidrar till att öka förståelsen för karaktärens fysiska egenskaper och funktion i spelet utan att följa de könsstereotypa attributen som den originella karaktären besatt.

Abstract [en]

This thesis describes a process for producing designs for specific female video-game characters in a manner that attempts to avoid female gender stereotypes typical of the genre, placing more emphasis instead on communicating aspects of the character’s specific fighting features and functionality in the game.

This work considers theories that view gender as a concept established within a cultural context. The design of female video-game characters is both effected by, and contributes to, the representation of the female gender in the gaming world and even in society in general, possibly having a negative impact on participation and enjoyment for female gamers.

Based on a study of these theories, and with guidance from an expert in the video- game industry, new design sketches were developed in differing visual styles for two female characters from the game Ultra Street Fighter IV. These design sketches were then appraised by a small group of players representative of the game’s target audience.

The results suggest that one of the chosen visual styles appears to successfully enhance the understanding of the characters’ fighting features and functionality in the game while maintaining their visual appeal, without relying on the gender- stereotypical attributes visible in the character designs in the current version of the game.

Place, publisher, year, edition, pages
2015. , 102 p.
Keyword [sv]
informationsdesign, informativ, illustration, könsstereotyper, spel
National Category
Design Engineering and Technology
Identifiers
URN: urn:nbn:se:mdh:diva-29817OAI: oai:DiVA.org:mdh-29817DiVA: diva2:875041
Subject / course
Information Design
Supervisors
Examiners
Available from: 2015-11-30 Created: 2015-11-30 Last updated: 2015-11-30Bibliographically approved

Open Access in DiVA

fulltext(16137 kB)153 downloads
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Hallberg, Ingela
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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf