|Keywords:||Stereotypes; Game Animation; Representation of others; God games; Humanities; Other Humanities; Other Humanities not elsewhere specified; Humaniora; Annan humaniora; Övrig annan humaniora; Game Design and Graphics; Speldesign och grafik|
|Full text PDF:||http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226241|
Through the years, stereotypical representation of others has been present in video games. There exist numerous games which consist of characters that are being represented stereotypical in a negative way. The aim of this thesis is to discuss how stereotypes occur ingame animation and to see if an understanding of the culture represented will help inavoiding negative stereotypes. Possessing knowledge of the represented culture, I proposethat a negative stereotypical representation of others can be kept to a minimum in theanimations of the game Crest . This was tested on ten participants from Sweden and tenparticipants from South Africa with a qualitative questionnaire. Based on the questionnaire results, it can be seen that the majority of the participants think the animations was stereotypical. However, the participants also think the animations were not represented in a negative way, meaning that they find the animations stereotypical in a positive way. Thus, it indicates that with the knowledge of the culture represented, negative stereotypes in game animation can be minimized. This study shall serve as a small part of a solution to a worldwide and larger problem of stereotypical representations in game animation and games in general. With a larger and broader research on the subject, an answer to how to avoid negative stereotypes in games might be found.