{"title":"走向表现的充分性:《告诉我为什么》中跨性别表现的批判性分析","authors":"John McLaren","doi":"10.1177/15554120231176634","DOIUrl":null,"url":null,"abstract":"While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"25 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2023-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why\",\"authors\":\"John McLaren\",\"doi\":\"10.1177/15554120231176634\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.\",\"PeriodicalId\":12634,\"journal\":{\"name\":\"Games and Culture\",\"volume\":\"25 1\",\"pages\":\"\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2023-05-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games and Culture\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1177/15554120231176634\",\"RegionNum\":2,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120231176634","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
摘要
虽然在过去十年中,跨性别者在媒体中的表现有所改善,但电子游戏中跨性别男性的表现仍然有限。在这篇文章中,我研究了游戏《Tell Me Why》中的角色Tyler,并将其作为电子游戏中跨性别者代表性充分性的关键案例研究。通过对角色设计、叙事、文本和游戏接受的关注,我探索了《泰勒》是跨性别表现的一个更复杂的例子。此外,我认为将跨性别者引入角色创造会导致更复杂的表现。
Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why
While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.