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Representation of Women in Computer Game “Prince of Persia”

机译:妇女在电脑游戏“波斯王子”中的代表

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The stories of the popular video games include narrations like movies and other various media contents, and of course those contents are ideological. With this study, we are intending to, by making use of the feminist film theory, compare the 1989 and 2003 versions of Prince of Persia in the sense of representation of women. At the first version the story ends with the traditional patriarchal ends; however at the second version the Princess makes her own way. Within that scope it can be asserted that The Prince of Persia: The Sands of Time, despite being a popular text, includes a cracked-line that may be useful for oppositional readings.
机译:流行的视频游戏的故事包括电影等旁白和其他各种媒体内容,当然这些内容是意识形态的。通过这项研究,我们打算利用女权主义电影理论,从女性代表性的角度比较1989年和2003年的波斯王子。在第一个版本中,故事以传统的父权制结束。但是在第二版中,公主走了自己的路。在这个范围内,可以断言波斯王子:时光之沙尽管很受欢迎,但包含一条虚线,可能对反对派读书有用。

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