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Las huellas históricas del videojuego. La estructura espacial y los personajes femeninos en los videojuegos basados en la mitología nórdica.

Pelayo, Irene LU and Flores, Maria J LU (2010) I Congreso Internacional de Videojuegos In ICONO 14 A5. p.241-255
Abstract
This is a study of the spatial structure in relation to female characters within video games with Nordic mythological themes. The understanding of space and its structure starts with an under-standing of the people who are creat-ing and constructing it. The study involves their beliefs, their social relations and their urban infrastructure and their correspondence to the Nordic mythology.

When looking at the Nordic pre-Middle Ages history, we find that the women had a key position during the Viking Age, namely being in charge of the home, the so called ‘gård’. Not a very surprising task, one might think, but nevertheless interesting when studying their mythology. Vikings explained and understood life and death through a... (More)
This is a study of the spatial structure in relation to female characters within video games with Nordic mythological themes. The understanding of space and its structure starts with an under-standing of the people who are creat-ing and constructing it. The study involves their beliefs, their social relations and their urban infrastructure and their correspondence to the Nordic mythology.

When looking at the Nordic pre-Middle Ages history, we find that the women had a key position during the Viking Age, namely being in charge of the home, the so called ‘gård’. Not a very surprising task, one might think, but nevertheless interesting when studying their mythology. Vikings explained and understood life and death through a centralistic structure. In this structure the ‘gård’ was the absolute centre of the universe, giving the women governing it, extreme power.

However, the Nordic mythology, as a direct reflection of the Viking Age society, is a very complex example, and the female mythological characters are no exception. Still they are highly part of our collective unconsciousness and continually build our ideal archetypes. What can we learn, (or preferably; re-learn) in the making of videogames, when working with these fundamental understandings of space and social gender structures? (Less)
Please use this url to cite or link to this publication:
author
organization
alternative title
Historical vestiges of video games.
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
videogames, mythology, heroes, space, vikings, gender
in
ICONO 14
volume
A5
pages
241 - 255
publisher
ICONO 14, Actas del I Congreso Internacional de Videojuego. No.A5, pp.241-255. Madrid. Spain.
conference name
I Congreso Internacional de Videojuegos
ISSN
1697-8293
language
Spanish
LU publication?
yes
id
a4126d90-0865-4c04-98c6-f2931cdcddce (old id 1977875)
alternative location
http://icono14.net/index.php/eventos/i-ci-videojuegos
date added to LUP
2011-06-16 07:41:42
date last changed
2018-05-29 11:59:57
@inproceedings{a4126d90-0865-4c04-98c6-f2931cdcddce,
  abstract     = {This is a study of the spatial structure in relation to female characters within video games with Nordic mythological themes. The understanding of space and its structure starts with an under-standing of the people who are creat-ing and constructing it. The study involves their beliefs, their social relations and their urban infrastructure and their correspondence to the Nordic mythology. <br/><br>
When looking at the Nordic pre-Middle Ages history, we find that the women had a key position during the Viking Age, namely being in charge of the home, the so called ‘gård’. Not a very surprising task, one might think, but nevertheless interesting when studying their mythology. Vikings explained and understood life and death through a centralistic structure. In this structure the ‘gård’ was the absolute centre of the universe, giving the women governing it, extreme power. <br/><br>
However, the Nordic mythology, as a direct reflection of the Viking Age society, is a very complex example, and the female mythological characters are no exception. Still they are highly part of our collective unconsciousness and continually build our ideal archetypes. What can we learn, (or preferably; re-learn) in the making of videogames, when working with these fundamental understandings of space and social gender structures?},
  author       = {Pelayo, Irene and Flores, Maria J},
  booktitle    = {ICONO 14},
  issn         = {1697-8293},
  keyword      = {videogames,mythology,heroes,space,vikings,gender},
  language     = {spa},
  pages        = {241--255},
  publisher    = {ICONO 14, Actas del I Congreso Internacional de Videojuego. No.A5, pp.241-255. Madrid. Spain.},
  title        = {Las huellas históricas del videojuego. La estructura espacial y los personajes femeninos en los videojuegos basados en la mitología nórdica.},
  volume       = {A5},
  year         = {2010},
}