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7/31/2019 Notes From Identity Etc
http://slidepdf.com/reader/full/notes-from-identity-etc 1/4
NOTES FROM “IDENTITY, IDENTIFICATION AND MEDIA REPRESENTATION IN
VIDEO GAME PLAY”
Shaw, A. (2010). Identity, Identification and Media Representation in Video Game Play:
An audience reception study (Doctoral dissertation). Publicly accessible Penn
Dissertations. Paper 286.http://repository.upenn.edu/edissertations/286 http://repository.upenn.edu/edissertations/286
Shaw argues that because identity and the process of identification are complex, partial
and dynamic, one cannot assume that video game players will identify with virtual
characters or avatars on the basis of shared identifiers or characteristics. This holds true
for players who are members of minority groups, which is Shaw's focus of investigation.
Furthermore, many researchers have theorized that the interactivity of video game play
makes identification stronger than in other media, but Shaw argues that is not
necessarily the case. In fact, most of her interviewees did not deem identification as an
important part of video game play. Interviewees' ability to identify with video game
characters was influenced by a variety of factors, including the narrative of the video
game, the context of game play, the physical activity involved in game play, etc... Shaw
advocates for diversity in video games, rather than the pluralistic approach the video
game industry has taken, marketing specific types of games to niche markets.
Notes:
● to understand representation in video games, must recognize game text is not
stable, depends on how one plays
● Aarseth (1997), video games are “ergodic texts”, require non-trivial work in order
for readers/players to navigate through them
● analysis of game-as-playable text involves looking at the material offered by thegame itself as well as the context of play
Some frameworks to understand representation in video games:
● Pinckard (2003) suggest that in order to understand gender representation in
video games, one must examine the environment around the character outside
the game: marketing, merchandising and advertising
● She also suggests looking at a) aesthetics of character b) programmatic aspects
of character (character's choices, reactions, abilities, biases) c) multiplayer
environment (other people's reactions to the character, interactions)
● Chan (2005) suggests that in order to understand race representation in video
games, one must examine the aesthetics of the game, the “other” (enemies, non-
player characters), the player (avatar, character)
● Shaw argues that narrative is important in understanding representation in video
games
7/31/2019 Notes From Identity Etc
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● effects of platform and game code also important to consider, directs how a
player can play within game space
● general consensus that best way to study video games somewhere along the
ludology/narratology continuum
● Malaby (2007) argues that contingency is what makes games unique, “mix of
predictable and unpredictable outcomes” (p. 25)
● Video game research often relies on “deterministic relationship between
identification as member of a group and identification with a character” (p. 27),
also makes assumption that identifiers are important to players
● no evidence that portrayals that are relevant to members of marginalized groups
will affect prejudices and stereotyping of people not part of that group
● “we cannot study game texts outside the complex relationship between players,
games, and the greater milieu in which both exist and interact” (p. 32)
The Gamer Identity
● gender, race/ethnicities and gender may affect how people relate to gamer
identity, but Shaw's interviewees only mentioned gender in relation to whether or
not they identified as gamers
● this may be related to the fact that video game representation is often discussed
in relation to gender
● this tendency to focus on gender in research and marketing may influence how
people view their relationship to gaming, and consequently exclude certain
identities/gamers
● “marking medium or audience as distinct acts as its own form of marginalization”
(p. 97)● Robins & Askoy (2005) propose a model for studying media consumption that
moves beyond closed notions of identities and investigates importance of
experience in media consumption
● interviewees identified as a gamer or not depending on how much time they
spent on games, but also in relation to what games they played (cultural capital
symbols of gaming culture), their knowledge about games, and money spent on
games
● gamer identity has negative and positive connotations in society
● negative connotation, such as viewing video games as guilty pleasure, affected
whether or not interviewees thought that representation in video games matters
Identity, Identification & Video Games
● Hayes (2007) asserts that identities are partial, fragmentary unstable
● media representation research tends to rely on essentialized notions of identity
● solely textual approach to video games is problematic, because they are even
less stable than other media
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● Giddings (2009) suggests to study “event of game play” rather than study games
as texts, but Shaw argues this is also too narrow
● Must look at media texts, their production and reception, as well as understand
audiences within the context of their who experience, across media, in relation to
social systems
● games studies tends to focus on audiences as defined by a particular platform,rather than “complex persons of varied media diets, lives and contexts” (p. 58)
● research on representation and identification often conflates identifying as a
member of a particular group with identifying with media character
● specific identities does not necessarily define identification with characters
● assumption that players identify with video game characters more due to
interactivity
● interviewees reported identifying as and/or identifying with
● interviewees found that life experiences, similar histories and similar life
approaches as more meaningful ways of identifying with fictional characters or
media personalities, rather than gender, race, sexuality
● identifying with characters in relation to narratives of self (not only arising from
shared identifiers like race, gender, sexuality)
● importance of recognizing disidentification, when one connects with a character
become of some characteristic, but feels distanced from them based on another
● interaction does not necessarily demonstrate or require identification
● the act of playing obscures, and even supersedes, the process of identification
with characters in some games
● most interviewees identify as character on-screen due to interactivity, but don't
identify with the character in an emotional sense
● players often don't think about video game character, but only in terms of whatthey, the player, are doing
● Klimmt & Vorderer (2003) argue that video games demand attention and
involvement, and thus players are potentially more “present” in them, therefore
not enough distance to make judgements about texts, identification needs a level
of distance
● level of embodiment, physical activity involved in game play, not correlated with
level of identification
● Stromer-Gally (2004), concept of interactivity: a) interactivity-as-process, social
interaction between people and b) interactivity-as-product, technological aspects
of text that allows users to interface with a system (digital game, webpage),
product interacts with process
● context of game play, including social interaction and distractions in environment,
can impede identification
● ludic, body and social interactive properties of games may make players more
self-referential and impede identification
● Newman (2002) argues that identity of game characters are only relevant in
cut-scenes and not during action of the game