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ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Research Article

Motion Capture as a Tool of Empowerment for Female Main Characters

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-28993-4_35,
        author={Ema Lavrador and Lu\^{\i}s Teixeira and Sahra Kunz},
        title={Motion Capture as a Tool of Empowerment for Female Main Characters},
        proceedings={ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings},
        proceedings_a={ARTSIT},
        year={2023},
        month={4},
        keywords={Motion Capture Gender stereotypes Video games Female heroines Sex roles},
        doi={10.1007/978-3-031-28993-4_35}
    }
    
  • Ema Lavrador
    Luís Teixeira
    Sahra Kunz
    Year: 2023
    Motion Capture as a Tool of Empowerment for Female Main Characters
    ARTSIT
    Springer
    DOI: 10.1007/978-3-031-28993-4_35
Ema Lavrador1,*, Luís Teixeira1, Sahra Kunz1
  • 1: CITAR - Centro de Investigação em Ciência e Tecnologia das Artes. Rua de Diogo Botelho
*Contact email: emavitoria@gmail.com

Abstract

In this work, we intend to explore how motion capture technology can be used in the video game industry as a form of empowerment for female protagonists. We aim to highlight video games in which motion capture was used to portray reality and humanity and whose characters challenge both normative patriarchal and sociocultural values throughout the narrative.

For this purpose, we will start by examining the portrayal of women in different media to classify the stereotyped form of their performance, further exploring this representation in video games. The case studies will stem from the Tomb Raider series and the development of the character Lara Croft through motion capture, to recent video games that feature female protagonists such as “The Last of Us Part II” (2020), “Hellblade: Senua's Sacrifice” (2017) and “Assassin's Creed III: Liberation” (2012).

This way, technology can break standards and enhance the details of action and emotion, revolutionizing the stigma associated with the personality and behavior of female characters in video games. We can conclude that several methods can be used in the industry, however, motion capture is the method that stands out the most in large productions for providing realism and immersion into the narrative. With this study, we were able to understand that it is possible to subvert gender stereotypes and how motion capture technologies were used in video games that intended to abolish the stereotypes associated with these characters.

Keywords
Motion Capture Gender stereotypes Video games Female heroines Sex roles
Published
2023-04-02
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-28993-4_35
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