Motion capture as a tool of empowerment for female main characters

Ema Lavrador*, Luís Teixeira, Sahra Kunz

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In this work, we intend to explore how motion capture technology can be used in the video game industry as a form of empowerment for female protagonists. We aim to highlight video games in which motion capture was used to portray reality and humanity and whose characters challenge both normative patriarchal and sociocultural values throughout the narrative. For this purpose, we will start by examining the portrayal of women in different media to classify the stereotyped form of their performance, further exploring this representation in video games. The case studies will stem from the Tomb Raider series and the development of the character Lara Croft through motion capture, to recent video games that feature female protagonists such as “The Last of Us Part II” (2020), “Hellblade: Senua’s Sacrifice” (2017) and “Assassin’s Creed III: Liberation” (2012). This way, technology can break standards and enhance the details of action and emotion, revolutionizing the stigma associated with the personality and behavior of female characters in video games. We can conclude that several methods can be used in the industry, however, motion capture is the method that stands out the most in large productions for providing realism and immersion into the narrative. With this study, we were able to understand that it is possible to subvert gender stereotypes and how motion capture technologies were used in video games that intended to abolish the stereotypes associated with these characters.
Original languageEnglish
Title of host publicationArtsIT, Interactivity and Game Creation - 11th EAI International Conference, ArtsIT 2022, Proceedings
Subtitle of host publication11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings
EditorsAnthony L. Brooks
PublisherSpringer Nature
Chapter35
Pages504-514
Number of pages11
Volume479
ISBN (Electronic)9783031289934
ISBN (Print)9783031289927
DOIs
Publication statusPublished - Apr 2023
EventEAI International Conference: ArtsIT, Interactivity & Game Creation - Faro, Portugal
Duration: 21 Nov 202222 Nov 2022
Conference number: 11
https://artsit.eai-conferences.org/2022/

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume479 LNICST
ISSN (Print)1867-8211
ISSN (Electronic)1867-822X

Conference

ConferenceEAI International Conference: ArtsIT, Interactivity & Game Creation
Abbreviated titleEAI ArtsIT
Country/TerritoryPortugal
CityFaro
Period21/11/2222/11/22
Internet address

Keywords

  • Female heroines
  • Gender stereotypes
  • Motion capture
  • Sex roles
  • Video games

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