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Schmidt, Thomas ; Engl, Isabella ; Herzog, Juliane ; Judisch, Lisa

Towards an Analysis of Gender in Video Game Culture: Exploring Gender specific Vocabulary in Video Game Magazines

Schmidt, Thomas, Engl, Isabella, Herzog, Juliane und Judisch, Lisa (2020) Towards an Analysis of Gender in Video Game Culture: Exploring Gender specific Vocabulary in Video Game Magazines. In: Proceedings of the Digital Humanities in the Nordic Countries 5th Conference (DHN 2020), 2020, Riga, Latvia.

Veröffentlichungsdatum dieses Volltextes: 04 Okt 2021 09:37
Konferenz- oder Workshop-Beitrag
DOI zum Zitieren dieses Dokuments: 10.5283/epub.49297


Zusammenfassung

We present preliminary results of a project examining the role and usage of gender specific vocabulary in a corpus of video game magazines. The corpus consists of three popular video game magazines with 634 issues from the 1980s until 2011 and was gathered via OCR-scans of the platform archive.org. We report on the distribution and progression of gender-specific words by using word lists of the ...

We present preliminary results of a project examining the role and usage of gender specific vocabulary in a corpus of video game magazines. The corpus consists of three popular video game magazines with 634 issues from the 1980s until 2011 and was gathered via OCR-scans of the platform archive.org. We report on the distribution and progression of gender-specific words by using word lists of the LIWC for the categories “male” and “female”. We can indeed show that words of the type male are considerably more frequent than words of the type female, with a slight increase of female words during 2006–2010. This is in line with the overall development of gaming culture throughout these years and previous research in the humanities. Furthermore, we analyzed how the usage of negatively connoted words for female depictions (e.g. chick, slut) has evolved and identified a constant increase throughout the years reaching the climax around 2001–2005, a timespan that coincides with the release and popularity of games encompassing rather sexist concepts. We discuss the limitations of our explorations and report on plans to further investigate the role of gender in gaming culture.



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Details

DokumentenartKonferenz- oder Workshop-Beitrag (Paper)
Buchtitel:Proceedings of the Digital Humanities in the Nordic Countries 5th Conference (DHN 2020)
Ort der Veröffentlichung:Riga, Latvia
Seitenbereich:S. 333-341
DatumOktober 2020
InstitutionenSprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Stichwörter / KeywordsGame Studies, Gender Studies, Corpus Linguistics, LIWC, Video Games, Video Game Magazines, Gender, Gaming
Dewey-Dezimal-Klassifikation000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik
100 Philosophie und Psychologie > 150 Psychologie
300 Sozialwissenschaften > 300 Sozialwissenschaften, Soziologie
400 Sprache > 400 Sprachwissenschaft, Linguistik
400 Sprache > 420 Englisch
700 Künste und Unterhaltung > 770 Fotografie, Computerkunst
800 Literatur > 800 Literatur, Rhetorik, Literaturwissenschaft
StatusVeröffentlicht
BegutachtetJa, diese Version wurde begutachtet
An der Universität Regensburg entstandenJa
URN der UB Regensburgurn:nbn:de:bvb:355-epub-492970
Dokumenten-ID49297

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