GRAMOTA Publishers suggests publishing your scientific articles in periodicals
Pedagogy. Theory & PracticePhilology. Theory & PracticeManuscript

Archive of Scientific Articles

SOURCE:    Manuscript. Tambov: Gramota, 2020. № 5. P. 146-150.
SCIENTIFIC AREA:    Philosophical Sciences
Procedure of Scientific Articles Publication | To Show Issue Content | To Show All Articles in Section | Subject Index

License Agreement on scientific materials use.

Gender Representation of Heroines in the "Dragon Age" Game Series

Matyushenko Ul'yana Anatol'evna
National Research Tomsk State University

Submitted: 28.03.2020
Abstract. The study aims to classify heroines from the "Dragon Age" game series according to archetype systems and plotlines in order to trace qualitative narrative set-ups of the characters. The article reviews plot classifications of J. Campbell and V. Propp, as well as the archetype systems developed by C. Jung and C. Pearson. On that basis, the heroines of the "Dragon Age" are classified, and the game is treated as a separate ontological reality. The study is novel in that it uses literary criticism techniques to analyse the heroines, as well as in that it analyses a narrative component of the videogame. The results showed that qualitative changes in the heroines’ character development do not depend on the game’s recency but are based upon an archetype and full realization of plotlines.
Key words and phrases: видеоигры, героиня, герой, компьютерные игры, "Dragon Age", архетип, videogames, heroine, hero, computer games, "Dragon Age", archetype
Open the whole article in PDF format. Free PDF-files viewer can be downloaded here.
  1. Vishnevskii A. V. Filosofskoe osmyslenie ponyatiya komp'yuternoi igry // Vestnik Omskogo universiteta. 2014. № 3. S. 91-92.
  2. Galanina E. V., Vetushinskii A. S. Izmenenie geroicheskogo i monomif v videoigrakh // Vestnik Tomskogo gosudarstvennogo universiteta. 2019. № 33. S. 34-46.
  3. Kempbell Dzh. Tysyachelikii geroi / per. A. P. Khomik. M. - K.: Refl-buk; Vakler; AST, 1997. 230 s.
  4. Pirson K., Mark M. Geroi i buntar'. Sozdanie brendov s pomoshch'yu arkhetipov. SPb.: Piter, 2005. 336 s.
  5. Propp V. Ya. Morfologiya russkoi skazki. M.: Labirint, 2001. 147 s.
  6. Khalilov V. M. Gendernye reprezentatsii v kino SShA // SShA i Kanada: ekonomika, politika, kul'tura. 2016. № 6. S. 67-87.
  7. Yung K. G. Dusha i mif. Shest' arkhetipov / per. A. A. Spektor. Mn.: Kharvest, 2004. 400 s.
  8. Dietz T. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior // Sex Roles: A Journal of Research. 1998. Vol. 38. P. 425-442.
  9. Hansen D. Game on! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. N. Y.: Feiwel & Friends, 2016. 217 r.
  10. Kapriyelov A. Representation of Women in Video Games: BA dissertation. Liverpool: Liverpool John Moores University, 2015. 37 r.

Procedure of Scientific Articles Publication | To Show Issue Content | To Show All Articles in Section | Subject Index

© 2006-2023 GRAMOTA Publishers

site development and search engine optimization (seo):