Dissertation Presentation 2013

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Dissertation Proposal Presentation

Urvashi Lele

Gender Identity in Films and Interactive Entertainment

Level One: The Questions


Do films and video games define identity? Does watching films affect our identity? Can playing a game as a person with a different identity, enable us to discover our own? Are gender identities just developments in our nature that help us grow much like the plots in video games and films? How does breaking the barriers of gender stereotypes in films and video games affect the audience? Do the characters in the games and films map out a profile for an ideal male or female that people must aspire to be like.

Level Two: Historical and Cultural Contexts


Percentage of female and male gamers. The percentage of gamers falling under the LGBTQ spectrum iO Tillet Wrights Self Evident Truths Project. Costume differences based on gender in games, film and fan-base (Comic-Con).

Level Three: Theories of Discussion


Idealism Freudian Studies of Gender Identity Androgyny Binary Oppositions Hyper-realism Perception Gender-Schema Theory Enculturated-Lens Theory

Level Four: Potential Case Studies


Lara Croft (Tomb Raider games) Chell from Portal and Portal 2 Barbie games meant for girls Costume of Faith from Mirrors Edge Pixars use of male protagonists in films up until Brave(2012) Games such as Zelda, Super Mario Bros. and Adventure Time that have characters that are a part of a stereotypical gender categorization Games such as Call of Duty and Counter Strike (marketed to a male audience) and games such as Mattels Games For Girls (Aimed at a female audience)

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