The Image of Women in Contemporary Secondary Games
-Take the game Proto-God as an example
- DOI
- 10.2991/978-2-38476-222-4_59How to use a DOI?
- Keywords
- proto-gods; virtual characters; feminism
- Abstract
With the continuous development of network technology, secondary games have gradually received widespread attention in the domestic market, and as one of the important components of contemporary youth culture, the design of female characters is not only to meet the aesthetic needs of players, but also carries the multiple values and expectations of game developers and society. In this paper, we will take the game “Original God”, which has attracted much attention in recent years, as an example, and conduct an in-depth discussion on the image of women in contemporary secondary games, with a view to revealing the reasons for the limitation of women’s image in the game and exploring the social and cultural significance and influence behind it.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Mingzhu Guo PY - 2024 DA - 2024/03/26 TI - The Image of Women in Contemporary Secondary Games BT - Proceedings of the 3rd International Conference on Culture, Design and Social Development (CDSD 2023) PB - Atlantis Press SP - 475 EP - 481 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-222-4_59 DO - 10.2991/978-2-38476-222-4_59 ID - Guo2024 ER -