Overview
- Provides the first book-length exploration of the language used to represent gender in videogames
- Explains the methodological background and process so that the corpus studies can be replicated
- Draws on previous research in lavender linguistics, culture and media studies, and gender studies
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About this book
This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.
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Keywords
- ludology
- ludolinguistics
- Corpus Assisted Discourse Studies (CADS)
- corpus creation
- fantasy games
- World of Warcraft
- science fiction
- collocational analysis
- transivity analysis
- The Witcher
- keyword lists
- Blizzard Entertainment
- Mass-Multiplayer Online Role Playing Games (MMORPGs)
- gender difference
- language and gender
- corpus linguistics
Table of contents (8 chapters)
Authors and Affiliations
About the author
Bibliographic Information
Book Title: Language, Gender and Videogames
Book Subtitle: Using Corpora to Analyse the Representation of Gender in Fantasy Videogames
Authors: Frazer Heritage
DOI: https://doi.org/10.1007/978-3-030-74398-7
Publisher: Palgrave Macmillan Cham
eBook Packages: Social Sciences, Social Sciences (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer Nature Switzerland AG 2021
Hardcover ISBN: 978-3-030-74397-0Published: 01 August 2021
Softcover ISBN: 978-3-030-74400-7Published: 02 August 2022
eBook ISBN: 978-3-030-74398-7Published: 30 July 2021
Edition Number: 1
Number of Pages: XIV, 245
Number of Illustrations: 5 b/w illustrations, 1 illustrations in colour
Topics: Language and Gender, Culture and Gender, Gender Studies, Game Development, Corpus Linguistics, Culture and Technology