Atividades por ano
Resumo
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.
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.
Idioma original | English |
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Páginas | 1-9 |
Número de páginas | 9 |
Estado da publicação | Publicado - 22 nov 2022 |
Evento | EAI ArtsIT 2022: 11th EAI International Conference: ArtsIT, Interactivity & Game Creation - Faro Duração: 21 nov 2022 → 22 nov 2022 Número de conferência: 11 https://artsit.eai-conferences.org/2022/ |
Conferência
Conferência | EAI ArtsIT 2022: 11th EAI International Conference: ArtsIT, Interactivity & Game Creation |
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Título abreviado | EAI ArtsIT |
País/Território | Portugal |
Cidade | Faro |
Período | 21/11/22 → 22/11/22 |
Endereço da Internet |
Impressão digital
Mergulhe nos tópicos de investigação de “Motion capture as a tool of empowerment for female main characters“. Em conjunto formam uma impressão digital única.Atividades
- 1 Oral presentation
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Motion capture as a tool of empowerment for female main characters
Ema Lavrador (Speaker), Luís Teixeira (Speaker) & Sahra Kunz (Speaker)
2022Atividade
Projetos
- 1 Ativos
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CITAR: Research Center for Science and Technology of the Arts
Vieira, E., Nobre da Silva Pais, A. M., Filipe, C., Serra, S., Baltazar, A., Lobo, C., Carmona, C. R., Sá, C., Sousa, G. V. E., Pereira, H. M., Neves, J., Teixeira, J., Gomes, J. A., Carvalho, J. V., Castro, L., Teixeira, L., Aguiar, M., Crespo, N., Camarneiro, N., Costa, P. R., Pestana, P. D., Alves, P., Kunz, S., Neves, S., Coutinho, V. M., Galán-Pérez, A., Rangel, A., Natálio, C. E. R. M., Henriques, F., Afonso Lopes, M. I., Bordalo, R. & Lamounier, S.
Fundação para a Ciência e a Tecnologia
1/01/20 → 31/12/23
Projeto