Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers

Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers
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分析视频游戏中的跨性别(错误)表现以纠正性别不安的诱因

DOI:
10.1145/3611034
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发表时间:
2023
影响因子:
--
通讯作者:
Bohrer, Rose
Bohrer, Rose
中科院分区:
--
文献类型:
--
作者:
Liang, Shano;Cormier, Michelle V.;Toups Dugas, Phoebe O.;Bohrer, Rose

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许多跨性别者都经历过性别焦虑症--由内部和外部性别体验的不匹配引起的痛苦。 电子游戏与自我密切相关,创造涉及身份,身体和社会互动的强烈体验。 这些因素的结合使得跨性别玩家容易受到性别焦虑的触发:导致性别焦虑的交互设计失败。 本研究从31个初始语料库中抽取了四个流行游戏进行主题分析。 它有助于性别焦虑触发器的定义,触发游戏的案例研究,初始性别焦虑分类提供了一个有用的设计语言,以及现有触发器的替代设计的例子。 该分析结合了作者作为跨性别游戏玩家的立场;批判性文化研究方法,包括文本分析;对制作方声明和采访以及玩家对这些游戏中多样性的评论进行批判性话语分析;以及对游戏本身的近距离阅读。 本文最后呼吁在游戏设计中的跨包容性,我们的结构周围的necropolitical概念的关系的照顾。
Many trans people experience gender dysphoria -- distress caused by mismatches in internal and external experiences of gender. Video games engage intimately with the self, creating intense experiences involving identities, bodies, and social interaction. This combination of factors renders trans players vulnerable to gender dysphoria triggers: failures of interaction design that result in gender dysphoria. The present research undertakes a thematic analysis of four popular games, drawn from an initial corpus of 31. It contributes a definition of gender dysphoria triggers, case studies of triggering games, an initial gender dysphoria categorization to provide a useful design language, and examples of alternative designs for extant triggers. The analysis combines the authors' positionality as trans gamers; critical cultural studies methodologies, including textual analysis; a critical discourse analysis of production-side statements and interviews and player-side comments about diversity in those games; and close readings of the games themselves. The paper concludes with a call for trans inclusivity in game design, which we structure around the necropolitical concept of the relation of care.
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