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Life Is Strange a mediated game reception analysis
Stockholm University, Faculty of Humanities, Department of Ethnology, History of Religions and Gender Studies, Ethnology.
2017 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Life Is Strange : a mediated game reception analysis (English)
Abstract [en]

In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the simulated reality of the game. Even though the game highlights themes like female-centric relationships, suicide, euthanasia, lesbianism, socio-economic circumstances, social accountability and men's violence against women, it successfully delivers highly involving, enjoyable and appreciated gameplay experience. The game is shown to provide players with a platform around which they can connect and continue to discuss, raise awareness and produce knowledge around these important topics. The fan generated culture will in turn, reach a much larger audience than the game sales numbers reflect.

Place, publisher, year, edition, pages
2017. , 43 p.
Keyword [en]
Video games, computer games, game theory, gender theory, women in games, media reception, media studies, feminist theory, gender studies, Life Is Strange, YouTube
National Category
Gender Studies
Identifiers
URN: urn:nbn:se:su:diva-147340OAI: oai:DiVA.org:su-147340DiVA: diva2:1143847
Presentation
2017-05-30, Stockholm, 15:24 (Swedish)
Supervisors
Examiners
Note

Treated in seminar at Stockholm University

Available from: 2017-10-27 Created: 2017-09-22 Last updated: 2017-10-27Bibliographically approved

Open Access in DiVA

Life Is Strange a netnographic video game reception analysis conceptualised through agency(546 kB)15 downloads
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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf