The
game industry has been relying on the use of stereotypes in mass media
production and marketing almost since its inception. Of its many types; racial
and cultural stereotypes are amongst the ones to be noted.
It has
been established that the use of stereotypes supports the marketing of games,
and even more so the immersive experience of a player as they are able to rapidly
relate to the characters. However, is has been also established that a negative
stereotype would have a negative effect on a player’s self-worth. This effect
extends onto their immersive experience as they become unable to relate to the
game’s environment and playable characters.
With a
growing integration between realistic graphics and interactive media, video
games are becoming one of the most popular and influential of its forms. Game
play, ethics and values have become topics to be addressed within the gaming
experience. As the art direction of a concept design continues to determine a
game look and experience, it also presents more than beautiful aesthetics. Creating
stunning graphics has been lately subject to explicit scrutiny and evaluation
as the player hopes to be presented with more. As aesthetics need to become
useful, it also has to aim for universality.
Thus art
direction within our modern day most influential story telling medium demands
to be addressed with better awareness and regards from its creators.
This
thesis illustrates a formal approach to the use of racial and cultural
stereotypes in game art within a positive creative format.
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