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Intersektionella identiteter i marknadsföring av spelkonsoler
Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
2023 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis [Artistic work]Alternative title
Intersectional identities in videogame console marketing (English)
Abstract [en]

The purpose of this paper is to analyze video game console marketing from the three biggest console companies: Sony, Microsoft, and Nintendo, with a focus on gender and racial stereotyping as well as representation. Initially, an account of console marketing history is given with examples from each decade since the start of the console industry. The most recent console commercial from each company is then analyzed. The commercials are analyzed with a narrative analysis and then semiotics is applied. The analysis shows that the videos contain frequent representation of intersectionality and gender. The results are then discussed with a focus on the representation of intersectionality and gender. The paper concludes that, based on these commercials, great progress has been made towards equal representation in console commercials but that there is still work to be done in the future.

Place, publisher, year, edition, pages
2023. , p. 82
Keywords [en]
Gender, Graphic Design, marketing, representation, stereotypes, video games
National Category
Design
Identifiers
URN: urn:nbn:se:mau:diva-60981OAI: oai:DiVA.org:mau-60981DiVA, id: diva2:1770005
Educational program
KS K3 Grafisk design
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Available from: 2023-07-05 Created: 2023-06-19 Last updated: 2025-02-24Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
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  • de-DE
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  • nn-NO
  • nn-NB
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  • asciidoc
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