Hidden options and player pushback: rhetoric of Mass Effect 2
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Abstract
This thesis is an exploration of gender construction within the digital gaming subculture of the United States in the early 21st century. Using the 2010 game Mass Effect 2 as an organizing theme and central focus, the thesis examines how gender is constructed within this single-player role-playing game; how marketing materials reveal expectations about audience for this game and two other single-player role-playing games released in 2010 (Fable III and Final Fantasy XIII); and how online communities related to games, particularly to Mass Effect 2, both reinforce normative assumptions and attitudes ...
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