Abstract

Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming. As interaction designers we have to evaluate the impact that video games have on their users. One way that we can do that is by taking a more feminist approach; feminism naturally goes hand in hand with interaction design as it refers to fulfillment, identity, equity, empowerment and social justice. In this paper I evaluate the user satisfaction of female users as they play Assassin’s Creed (An Action Adventure game) in terms of evaluating their levels of fulfillment, identity, equity and empowerment.

Highlights

  • Feminism refers to the social and economic equality between both genders

  • Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming

  • As interaction designers we have to evaluate the impact that video games have on their users

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Summary

Introduction

Feminism refers to the social and economic equality between both genders. Many HCI researchers and practitioners often advocate for the ‘user’, where the design should reflect the user’s designs, wants, and needs. We can see that feminism is a natural ally for interaction design. The six qualities of feminist interaction design introduced by Bardzell-pluralism, participation, advocacy, ecology, embodiment, self-disclosure can all be applied to the field of new media, in particular video games [2]. A. Feminism and Game Design Prior concerns raised in Game design include but are not limited to the portrayal of female and male bodies in video games and virtual reality [1,4,5,10]. The usage of traditional male and female bodies implies that character design is influenced by the characterization and presentation of gender. [2] with 48% of gamers being female, but only 22% of game developers [14], we must ensure that the needs of the user are being met The usage of traditional male and female bodies implies that character design is influenced by the characterization and presentation of gender. [2] with 48% of gamers being female, but only 22% of game developers [14], we must ensure that the needs of the user are being met

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