Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017


Kingsland Kaitlyn
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

This paper focuses on how a games’ characters and story reflect changing cultural norms in the period during which a game series was developed and released. This is done through qualitative evaluation of the Dragon Age series (2009-2014) and compared to two other game franchises with similar release dates and production location: the Mass Effect Trilogy (2007-2012) and the Uncharted series (2007-2017). Stories reflect cultural and societal norms of the periods and places that crafted them, providing a unique avenue of second-person stories, containing bits and pieces of their creators and their sociocultural biases. Using these digital games as artifacts and texts of focus, a change in social and cultural values and norms of modern society appears when evaluating and comparing the content of previous games in a series to the current ones, as these works reflect the environment in which they were created.

 

Archaeological Storytelling in Games


Livingstone Daniel Louchart Sandy Jeffrey Stuart
2016 DiGRA/FDG ’16 – Proceedings of the 2016 Playing With History Workshop

Digital games have been increasingly recognized in recent years for their existing and potential contributions as a medium for promoting engagement with history and cultural heritage. Rather than focus on how games can help the public engage with a known (to scholars) past, here we consider instead how the core problems and processes of archeology themselves might be applied as a story-telling technique in games. We consider what this might look like in games and contrast with archeogaming, existing environmental storytelling approaches and examples. Finally, we consider how these techniques could also be applied to developing games to support students learning about archaeology and material culture.