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The Limits of the Evolution of Female Characters in the Bioshock Franchise
Weimin Toh
National University of Singapore
Aim of the study
Proposal of an integrated framework to track semiotic representations of female characters in Bioshock franchise. Bioshock (2K Boston, 2007). Bioshock 2 (2K Marin, 2010). Bioshock Infinite (Irrational Games, 2013).
Rationale for Bioshock franchise
As newer games were released, increasingly “independent” female characters are depicted.
Using the proposed framework to show the female characters are still portrayed from a patriarchal perspective.
Female characters analysedVideo Games Female Characters
Bioshock Brigid Tenenbaum Little Sisters
Bioshock 2 Brigid Tenenbaum Sofia Lamb Eleanor Lamb
Bioshock Infinite Elizabeth
Tenenbaum Little Sister Sofia and Eleanor Elizabeth
Theoretical Framework
Multimodal framework to analyse character role changes in different game titles.
Give a better understanding of how gender roles are constructed.
Martin and White’s (2005) appraisal framework.
Kress and van Leeuwen’s (1990, 1996, 2006) framework of visual analysis.
Lim’s (2011) system of gesture.
Characters’ semiotic representations are coded using the categories from the above frameworks.
Coding is used to understand if the semiotic representations change in the different games.
Semiotic representations are correlated with the (stereotypical) character role.
Theoretical Framework Appraisal framework Kress and van Leeuwen’s (1990, 1996, 2006) framework of
visual analysis Metafunctional.
Meaning potentials seen in terms of: Ideational Interpersonal, and Textual metafunctions
In this study, only the ideational metafunction, i.e. the narrative structure (Kress and van Leeuwen, 1996) is used.
Kress and van Leeuwen’s (1990, 1996, 2006) visual framework Representational structures are distinguished by
vectors. Vectors represent “unfolding actions and events,
processes of change, transitory spatial arrangements” (Kress and van Leeuwen 1996, 56).
Process refers to the types of unfolding actions. Action,
Transactional Non-transactional
Kress and van Leeuwen’s (1990, 1996, 2006) visual framework
Reactional, Defined by gaze (Reactor and Phenonenon)
Speech/Verbal, Characters’ dialogue
Mental, Flashback or verbal recount of thought process
Circumstances Locative Means Accompaniment
Lim’s (2011) System of Gesture Lim’s (2011) framework develops Martinec’s (2000, 2001,
2004) system of gesture.
Performance gesture is a gesture without intention to convey a meaning.
Presenting action.
Communicative gesture conveys meaning to addresse.
Representing action
Language independent gesture, and
Language correspondent gesture.
Indexical action
Language-dependent gesture
Analysis Data
Bioshock’s gameplay recordings taken from my game study’s participants.
Remaining Bioshock gameplay recordings taken from YouTube.
Rationale for the choice of data
In the Bioshock games, players have to conform to a specific pathway.
Within restricted variability in the narrative and gameplay, semiotic representations do not change much.
Language, behaviour and gestures of female characters transcribed.
Coding from the framework is then applied to the transcribed data.
Linguistic Analysis of Tenenbaum in Bioshock
Judgment Appreciation
Brigid Tenenbaum 28 Capacity 22 Valuation
2 Incapacity 0 -Valuation
21 Tenacity
0 -Tenacity
10 Propriety
10 -Propriety
• Significant no. of capacity, valuation, and tenacity tokens• Strong scientist.• Focus on scientific experiments.• Loyalty to the player character on the “good” play through.• From an objective scientist to nurturing maternal figure.
Non-linguistic Analysis of Tenenbaum in Bioshock
Behaviour Others
Brigid Tenenbaum 107 Verbal process 38 Circumstance :means
60 Mental process
• Tenenbaum’s backstory highlighted through audio logs.• Audio logs contains both verbal and mental process.
• Circumstance: means tokens highlight her supporting role to the player.
Linguistic Analysis of The Little Sisters in Bioshock
Affect Judgement
The Little Sisters 20 Happiness 19 Normal
17 Unhappiness 18 Abnormal
22 Inclination 19 Capacity
19 Disinclination 20 Incapacity
23 Tenacity
19 -Tenacity
• Simple characterisation.• Becomes loyal to the player after they are saved.• Simple emotions.• Capable of independence after being saved.• Support player character.
Non-linguistic Analysis of Little Sisters in Bioshock
Behaviour Others
The Litter Sisters 11 Transactional action
process :actor
7 Circumstance :mea
ns
56 Transactional action process :goal
4 Circumstance :acco
mpaniment
41 Verbal process
0 Mental process
• Passive characters.•Goal of player.• Player’s tools.
Linguistic Analysis of Tenenbaum in Bioshock 2
Affect Judgement Appreciation
Brigid Tenenbaum 8 Inclination 4 Tenacity 7 Reaction :Impact
1 Disinclination 0 -Tenacity 7 Reaction :Quality
4 Valuation
• Supports player character.•Admiration of player character.•Guide to player character.• Loyal and dependent on player character.
Non-linguistic Analysis of Tenenbaum in Bioshock 2
Behaviour Gestures Others
Brigid Tenenbaum
4 Transactional action
process :actor
2 Representing action, Attitude :positive, engagement :expansion, graduation: fast
2 Circumstance :lo
cative
46 Verbal process 3 Representing action, Attitude :negative, engagement :contraction, graduation :fast
5 Circumstance :m
eans
4 Circumstance :accompaniment• Remains in background to provide backstory and gameplay hints.
•Nurturing character.•Allegiance to player character and the Little Sisters.
Linguistic Analysis of Sofia in Bioshock 2
Affect Judgement Appreciation
Sofia Lamb 9 Satisfaction 15 Capacity 14 Reaction :Quality
20 Dissatisfaction 9 Incapacity 55 -Reaction :Quality
3 Happiness 7 Tenacity 12 Valuation
18 Unhappiness 6 -Tenacity 3 -Valuation
3 Inclination 3 Propriety
33 Disinclination 26 -Propriety
•Antagonist.• Perceives player as an obstacle to her creation of utopia.• Perceives her daughter, Eleanor as an important tool to realize utopia.
Non-linguistic Analysis of Sofia in Bioshock 2
Behaviour Gestures Others
Sofia Lamb
4 Transactional action process :actor
1 Presenting action :material process 47 Circumstance :lo
cative
4 Non-transactional action process :actor
3 Presenting action :Behavioural process
204 Verbal process 3 Representing action, Attitude :negative, engagement :contraction, graduation :fast
11 Mental process 1 Representing action, Attitude :negative, engagement :contraction, graduation :slow
•Appears briefly, presence constantly felt in background.
Linguistic Analysis of Eleanor in Bioshock 2
Affect Judgement Appreciation
Eleanor Lamb 19 Satisfaction 40 Capacity 35 Reaction :Impact
12 Dissatisfaction 13 Incapacity 0 -Reaction :Impact
11 Happiness 52 Tenacity 32 Reaction :Quality
12 Unhappiness 0 -Tenacity 15 -Reaction :Quality
2 Security 8 Propriety 18 Valuation
6 Insecurity 5 -Propriety 0 -Valuation
41 Inclination
2 Disinclination
•Allegiance to the player character.
Non-linguistic Analysis of Eleanor in Bioshock 2
Behaviour Gestures Others
Eleanor Lamb
23 Transactional action process :actor
3 Presenting action :Behavioural process
45 Circumstance :locative
2 Transactional action process :goal
23 Representing action, Attitude :positive,
engagement :expansion, graduation: fast
35 Circumstance :means
3 Non-transactional action process :actor
31 Circumstance :accomp
animent
167 Verbal process
8 Mental process
•More active than Tenenbaum and Sofia Lamb.• Supports the player character.
Linguistic Analysis of Elizabeth in Bioshock InfiniteAffect Judgement Appreciation
Elizabeth 31 Satisfaction 332 Capacity 572 Reaction :Impact
73 Dissatisfaction 63 Incapacity 0 -Reaction :Impact
16 Happiness 498 Tenacity 26 Reaction :Quality
74 Unhappiness 22 -Tenacity 128 -Reaction :Quality
0 Security 55 Veracity 46 Valuation
31 Insecurity 8 -Veracity 5 -Valuation
536 Inclination 11 Propriety
83 Disinclination 32 -Propriety
• Dependent on player character to escape from captivity.• Powerful character because of ability to open portals to parallel universes.• But ability used to support player character.• Character development where she starts to exhibit attributes traditionally associated with
masculinity.
Non-linguistic Analysis of Elizabeth in Bioshock InfiniteBehaviour Gestures Others
Elizabeth 408 Transactional action process :actor
27 Presenting action :material process 285 Circumstance :loc
ative
8 Transactional action process :goal
25 Presenting action :Behavioural process 432 Circumstance :me
ans
67 Non-transactional action process :actor
329 Representing action, Attitude :positive 10 –Circumstance :me
ans
17 Transactional reaction process :actor
19 Representing action, Attitude :negative 75 Circumstance :acc
ompaniment
273 Verbal process 28 Indexical action, -Receptivity, Attitude :negative
72 -Circumstance :acc
ompaniment
24 Mental process 14 Indexical action, Importance, Attitude :positive
• Appears physically throughout Bioshock Infinite.• Plays a supporting role to the player character.• Goal to be rescued.• Dependent and independent from player character.
Conclusion
Proposal of multimodal framework to track the female characters’ development in the Bioshock franchise.
Some advancement observed.
Highly passive female characters in first few games.
Brigid Tenenbaum (Bioshock and Bioshock 2),
Sofia Lamb (Bioshock 2), and
Little Sisters (Bioshock and Bioshock 2).
Strong female characters in the later games.
Eleanor (Bioshock 2), and
Elizabeth (Bioshock Infinite).
But still limited in their representation as they support male character.
References
2K Boston (2007) Bioshock. [PC Computer, PS3, Xbox 360, OS X, Cloud (OnLive), iOS] 2K Games. Quincy, Massachusetts USA: played 7 December 2014.
2K Marin (2010) Bioshock 2. [PC Computer, OS X, PS3, Xbox 360] 2K Games. Novato, Marin County, California USA: played 7 December 2014.
Irrational Games (2013) Bioshock Infinite. [PC Computer, PS3, Xbox 360, OS X, Linux] 2K Games. Quincy, Massachusetts USA: played 7 December 2014.
Kress, G. and Theo van Leeuwen. Reading Images. Geelong, Deakin University Press, 1990.
Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design. London; New York: Routledge, 1996.
Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design. Second edition. London; New York: Routledge, 2006.
References
Lim, F.V. “A Systemic Functional Multimodal Discourse Analysis Approach to Pedagogic Discourse,” PhD dissertation, National University of Singapore, 2011.
Martin, J.R., and P.R.R. White. The Language of Evaluation: Appraisal in English. New York, NY: Palgrave Macmillan, 2005.
Martinec, R. “Gestures that Co-occur with Speech as a Systematic Resource: The Realization of Experiential Meaning in Indexes,” in Social Semiotics 14(2), (2004), pp.193-213.
2014, pp.124-151.
White, P.R.R. (2005) The Appraisal Website :The Language of Attitude, Arguability and Interpersonal Positioning [online]. Available at http://www.grammatics.com/appraisal/appraisalGuide/Framed/Frame.htm (accessed Dec. 2014)