Keyword search (4,163 papers available)

"CreA" Keyword-tagged Publications:

Title Authors PubMed ID
1 Divergent creativity in humans and large language models Bellemare-Pepin A; Lespinasse F; Thölke P; Harel Y; Mathewson K; Olson JA; Bengio Y; Jerbi K; 41565675
PSYCHOLOGY
2 Human recreational activity does not influence open cup avian nest survival in urban green spaces Cull CA; Guest MJ; Frei B; Ziter CD; 39897430
BIOLOGY
3 EEG-based study of design creativity: a review on research design, experiments, and analysis Zangeneh Soroush M; Zeng Y; 39148896
ENCS
4 Loosely controlled experimental EEG datasets for higher-order cognitions in design and creativity tasks Zangeneh Soroush M; Zhao M; Jia W; Zeng Y; 38152489
ENCS
5 Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators Iantorno M; Consalvo M; 37928454
CONCORDIA
6 Group Telehealth Music Therapy With Caregivers: A Qualitative Inquiry Brault A; Vaillancourt G; 35734471
CONCORDIA
7 Loss of function of the carbon catabolite repressor CreA leads to low but inducer-independent expression from the feruloyl esterase B promoter in Aspergillus niger Reijngoud J; Arentshorst M; Ruijmbeek C; Reid I; Alazi ED; Punt PJ; Tsang A; Ram AFJ; 33738610
CSFG

 

Title:Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators
Authors:Iantorno MConsalvo M
Link:https://pubmed.ncbi.nlm.nih.gov/37928454/
DOI:10.1177/15554120221150342
Publication:Games and culture
Keywords:arcanumcharacter creatorsdragon ageracesocioeconomic class
PMID:37928454 Category: Date Added:2023-11-06
Dept Affiliation: CONCORDIA
1 Communication Studies, Concordia University, Montreal, Canada.

Description:

Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backgrounds in Arcanum: Of Steamworks and Magick Obscura (2001) and Dragon Age: Origins (2009), this paper considers how real-world socioeconomic class markers and racial stereotypes have been repeatedly associated with fictitious races such as orcs, dwarves, and elves. Class is an understudied axis of identity in media studies and this research scrutinizes how developers construct socioeconomic class, particularly through character-creator interfaces. We begin by building a theoretical repertoire for studying identity in digital game interfaces while also scrutinizing long-established discourses of race and gender in the fantasy genre. We then analyze the hierarchies embedded in both games' character creators, connecting them with broader gameplay and narrative themes and contextualizing them in established media stereotypes and existing scholarship.





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