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Sexigt eller praktiskt: En studie om sexualiserade kläder på hjältinnor
University of Skövde, School of Informatics.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis [Artistic work]Alternative title
Sexy or practical : A study about sexualized clothes on heroines (English)
Abstract [sv]

Tidigare forskning fastställer att medias användning av en sexualiserad kvinna påverkar uppfattningen av hennes kompetens. Det här arbetet har därför undersökt huruvida uppfattningen av en spelhjältinna, baserad på Lara-fenomenet av Jansz & Martis (2007), påverkas av sexualiserade kontra icke-sexualiserade gestaltningar av hennes kläder. Studien har med hjälp av enkäter granskat 4 utländska studenters mediekonsumtion för att se om detta hade ett inflytande på deras tolkningar av hjältinnans kvaliteter. Informanterna fick betrakta 2D bilder på en hjältinna i 4 olika kläd-förhållanden och bedöma hennes kvaliteter under gruppintervjuer. Resultatet visar att mediekonsumtion hade ett inflytande på deltagarnas ideal och att kvaliteterna smart, stark och attraktiv dömdes primärt efter hjältinnans anpassning till spelmiljön. 3 av 4 deltagare valde att spela som karaktären i förhållandet neutral underdel eftersom kläderna visade anpassning till spelmiljön och representerade ett aktuellt skönhetsideal. Framtida arbete bör undvika exponering för spelets klimat eller miljö för att se om andra resonemang förekommer. 

Abstract [en]

Previous research determines that media’s use of a sexualized woman affects the perception of her competence. This work has therefore investigated whether the perception of a game heroine, based on the Lara-phenomenon by Jansz & Martis (2007), is influenced by sexualized versus non-sexualized designs of her clothes. With the help of surveys, the study has examined 4 foreign students' media consumption to see if this had an influence on their interpretations of the heroine's qualities. The informants had to watch 2D images of a heroine in 4 different clothing conditions and assess her qualities during group interviews. The result shows that media consumption had an influence on the participants' ideals and that the qualities smart, strong and attractive were judged primarily by the heroine's adaptation to the gaming environment. 3 out of 4 participants chose to play as the character in the neutral bottom condition because the clothes showed adaptation to the gaming environment and represented a current beauty ideal. Future work should avoid exposure to the game's climate or environment to see if other reasoning occur. 

Place, publisher, year, edition, pages
2019. , p. 54
Keywords [en]
Heroines, sexualization, clothing, ideals, character design, games
Keywords [sv]
Hjältinnor, sexualisering, kläder, ideal, karaktärsdesign, spel
National Category
Applied Psychology Media Studies
Identifiers
URN: urn:nbn:se:his:diva-17129OAI: oai:DiVA.org:his-17129DiVA, id: diva2:1325554
Subject / course
Media, Aesthetics and Narration
Educational program
Computer Game Development - Graphics
Supervisors
Examiners
Available from: 2019-06-20 Created: 2019-06-16 Last updated: 2019-06-20Bibliographically approved

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CiteExportLink to record
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