To what extent is masculinity reproduced in and through videogames? Examine the consequences of considering videogames as a ‘male domain’.
With reference to theories of moral panic, critically evaluate the claim that videogames have harmful social consequences.
Critically evaluate the claim that passion is used to support and justify a culture of overwork in the videogame industry.
Assess to what extent the rise of the videogame live-streamer can be said to reflect changes in broader patterns of work and leisure in modern societies.
Critically discuss the idea of the male gaze and assess examples of video games in light of the male gaze theory.
Choose two video games and explain how orientalist notions of the East are either carried or supplanted in the games you chose to analyse.
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