Mágové v šatech a healeři v bikinách – Herní strategie hráček konfrontovaných s projevy hegemonní maskulinity v MMORPG hrách
Název práce v češtině: | Mágové v šatech a healeři v bikinách – Herní strategie hráček konfrontovaných s projevy hegemonní maskulinity v MMORPG hrách |
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Název v anglickém jazyce: | Mags in Dresses Playing Strategies of Female Players Confronted with Hegemonic Masculinity in MMORPG |
Klíčová slova: | Gender, MMORPG, Hegemonní maskulinity, Herní strategie |
Klíčová slova anglicky: | Gender, MMORPG, Hegemonic Masculinity, Playing strategies |
Akademický rok vypsání: | 2014/2015 |
Typ práce: | bakalářská práce |
Jazyk práce: | čeština |
Ústav: | Katedra sociologie (23-KS) |
Vedoucí / školitel: | doc. Mgr. et Mgr. Jaroslav Švelch, Ph.D. |
Řešitel: | skrytý![]() |
Datum přihlášení: | 10.06.2015 |
Datum zadání: | 10.06.2015 |
Datum a čas obhajoby: | 13.06.2016 00:00 |
Místo konání obhajoby: | Jinonice, U Kříže 8, Praha 5 |
Datum odevzdání elektronické podoby: | 13.05.2016 |
Datum proběhlé obhajoby: | 13.06.2016 |
Oponenti: | PhDr. Marie Pospíšilová, Ph.D. |
Kontrola URKUND: | ![]() |
Seznam odborné literatury |
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Where are the women in eSports? [online] [citováno 6. 4. 2016] zdroj: http://www.polygon.com/2014/5/27/5723446/women-in-esports-professional-gaming-riot-games-blizzard-starcraft-lol GRAY, J. J., R. L. Ginsberg. 2007. MuscleDissatisfaction: AnOverviewofPsychological and CulturalResearch and Theory. In: Thompson J. K., G. Cafri, eds. 2007. TheMuscularIdeal: Psychological, Social, and MedicalPerspectives. Washington, DC: AmericanPsychologicalAssociation. pp.15-39. GUARDIAN, the. 2014. UK gamers: more women play games than men, report finds. [online] [citováno 6. 4. 2016] zdroj:https://www.theguardian.com/technology/2014/sep/17/women-video-games-iab KENDALL L. 1999.Nerd Nation: Image of nerds in US popular culture. Thousand Oaks. London. KENNEDY, H. 2002. Lara Croft: FeministIconorCyberbimbo? Game Studies, 2(2). [online] [citováno 6. 4. 2016] zdroj:http://www.gamestudies.org/0202/kennedy/ KROBOVÁ T., O Moravec, J. Švelch. 2015. Dressing Commander Shepard in pink: Queer playing in heternormative game culture. [online] [citováno 6. 4. 2016] zdroj: http://www.cyberpsychology.eu/view.php?cisloclanku=2015081905 LENHART A., J. Kahne, E. Middaugh, A. Macgill, C. Evans, J. Vitak. 2008. Teen, Video Games and Civics. [online] [citováno 6. 4. 2016] zdroj:http://www.pewinternet.org/2008/09/16/part-1-1-who-is-playing-games/ MARTEY R. M., J. Stromer-Galley, J. Banks, J. Wu, M. Consalvo. 2014. The strategic female: gender-switching and player behaviour in online games. Information, Communication and Society.[online] [citováno 6. 4. 2016] zdroj:http://dx.doi.org/10.1080/1369118X.2013.874493 MONTIAL, A. V (ed.). 2014. Media and Gender: A Scholarly Agenda fortheGlobalAlliance on Media and Gender. United NationsEducational, Scientific and CulturalOrganization. France. [online] [citováno 6. 4. 2016] zdroj:http://www.unesco.org/new/fileadmin/MULTIMEDIA/HQ/CI/CI/pdf/publications/media_and_gender_scholarly_agenda_for_gamag.pdf MULVEY, L. 1999.Visual Pleasure and Narrative Cinema. New York: Oxford UP.833-44. PHAN M. H., J. R. Jardina, W. S. Hoyle, B. S. Chaparro. 2012. Examining the Role of Gender in Video Game Usage, Preference and Behavior. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 59. SCHIANO D. J., B. Nardi, T. Debeauvais, N. Ducheneaut, N. Yee. 2010. A New Look at World of Warcraft’s Social Landscape.[online] [citováno 6. 4. 2016] zdroj:http://www.nickyee.com/pubs/FDG%20-%20Social%20Landscape%20(2011).pdf SELWYN N. 2007. Hi-tech = Guy-tech? An Exploration of Undergraduate Student’s Gendered Perceptions of Information and Communication Technologies.Sex Roles 56:525–536 STATISTA. 2015. Genre breakdown of video game sales in the United States in 2014. [online] [citováno 6. 4. 2016] zdroj:http://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/ STATISTA, the. 2016. Number of World of Warcraft subscribers from 1st quarter 2005 to 3d quarter 2015 (in millions) [online] [citováno 6. 4. 2016] zdroj:http://www.statista.com/statistics/276601/number-of-world-of-warcraft-subscribers-by-quarter/ TAYLOR T. L. 2003. Multiple Pleasures: Women and Online Gaming. Convergence, Vol 9, No. 1, 21-46. THORNE, D. 2009. Reinforcingthe Wall: HegemonicMasculinity and theIdealSelf in MassivelyMultiplayer Online Games. [online] [citováno 6. 4. 2016] zdroj:http://gamecareerguide.com/features/795/reinforcing_the_wall_hegemonic_.php?page=3 TRUJILLO, N., 1991. HegemonicMasculinity on theMound: Media RepresentationsofNolan Ryan and AmericanSportsCulture.CriticalStudies in MassCommunication, 8, pp.290-308. TURKLE S. 1995.Life on theScreen: Identity in the Age ofthe Internet. Simon and Schuster, NewYork. 178. WILLIAMS D., M. Consalvo, S. Caplan, N. Yee. 2009. Looking for Gender: Gender Roles and BehaviorsAmong Online gamers. Journal of Communacationvol 59.700-725. WISEHEART, K. 2009. RagDollsOrFragDolls: Gender, Technology, and GamingCulture. NorthCentralCollege. YEE N. J. Bailenson. 2007. The Proteus Effect: The effect of Transformed Self-Representation on Behavior. Human Communication Research 33.371-290. YEE, N. 2003. DeadalusProject:Gender Bending[online] [citováno 6. 4. 2016] zdroj: http://www.nickyee.com/eqt/genderbend.html#5 YEE, N. 2004.Unmasking the avatar.[online] [citováno 6. 4. 2016] zdroj: http://www.gamasutra.com/view/feature/130552/unmasking_the_avatar_the_.php YEE, N. 2006.Motivations of Play in MMORPGs: Result from a Factor Analytic Approach. [online] [citováno 6. 4. 2016] zdroj: http://www.nickyee.com/daedalus/motivations.pdf YEE, N., N. Ducheneaut, M. Yao, and L. Nelson. 2011. Do menheal more when in drag?: conflicting identity cuesbetween user and avatar. 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Předběžná náplň práce |
Ve své bakalářské práci se budu zabývat projevy diskursu hegemonní maskulinity a hierarchie genderu ve virtuálních světech a komunitách MMORPG her a herními strategiemi, kterými hráčky MMORPG na tyto projevy reagují.
Za tímto účelem provedu kvalitativní výzkum (založený na polostrukturovaných rozhovorech a následné narativní analýze jejich přepisů), jehož cílem bude identifikovat projevy tohoto diskursu, se kterými byly respondentky ve hrách konfrontovány, a analyzovat způsoby, jakými na ně reagovaly. Nalezené vzorce chování následně interpretuji pomocí terminologie diskursu hegemonní maskulinity a hierarchie genderu a přednesu jako hypotézy pro možné vzorce chování hráček v těchto hrách. Cílem práce je obohatit a navázat na diskurs hegemonní maskulinity a hierarchie genderu o poznatky o projevech tohoto diskursu ve virtuálním prostředí MMORPG her, stejně jako navrhnout hypotetické možnosti jednání hráček v MMORPG hrách. |
Předběžná náplň práce v anglickém jazyce |
In my thesis I would like to refer about the manifestations of hegemonic masculinity and gender hierarchy in virtual worlds and communities of MMORPGs and the playing strategies which female players of MMORPGs use to react to these manifestations.
To accomplish this I will carry out a qualitative research (based on in-depth interviews and their narrative analysis), which will aim to identify the manifestations of the discourse which the respondents (female-players) have been confronted with and analyze the ways these respondents have reacted to them. These discovered patterns shall be interpreted through the terminology of the discourse and presented as hypotheses of possible behaviour of female-players in MMORPGs. The goal of this work is to expand the discourse of hegemonic masculinity and gender hierarchy with the knowledge of its manifestation in MMORPGs as well as create hypotheses of possible behaviour of female players in these games. |