Please use this identifier to cite or link to this item: https://repositorio.consejodecomunicacion.gob.ec//handle/CONSEJO_REP/11539
Title: Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming
Other Titles: Studies in Media and Communication
Authors: E, Edhaya Chandran
S, Gnana Sanga Mithra
Keywords: digital humanities
games
media
ethics
Issue Date: 2023
Publisher: Redfame Publishing Inc
Citation: E, E. C.& S. G.S.M. (2023). Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming. Studies in Media and Communication, 11(7), 159–159. https://doi.org/10.11114/smc.v11i7.6266 ‌
Abstract: “Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and disseminate them through technological resources. An extension of these techniques can be seen in today’s hyper realistic games with high-concept storytelling. These games immerse the players in a world that enables them to experience a different reality and often ask them to make choices that have real-life social impact. They have empowered artists to create worlds that could become a testing ground for philosophical theories. This paper concentrates on the impact of gaming on real-world ethical and political questions. This paper primarily focuses on the impact of The Last of Us Part II- an action-adventure game developed by Naughty dog- on the discussion of the inclusion of LGBTQ+ characters on already existing IP (Intellectual Property). The response that the game received among the players can be used to understand the general perspective of these elite communities on LGBTQ+ issues. This paper also includes the positive impact of such inclusion and argues that the diversification of characters in already existing IP substantially contributes to inclusivity and equality.
URI: https://repositorio.consejodecomunicacion.gob.ec//handle/CONSEJO_REP/11539
ISSN: 2325-808X
Appears in Collections:Documentos internacionales sobre libertad de expresión y derechos conexos

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