Representation of women in computer game prince of persia

dc.contributor.authorCetin, Derya
dc.date.accessioned2026-08-12T17:01:35Z
dc.date.issued2015
dc.departmentFırat Üniversitesi
dc.descriptionInternational Educational Technology Conference IETC -- SEP 03-05, 2014 -- Chicago, IL
dc.description.abstractThe 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. (C) 2015 Published by Elsevier Ltd.
dc.identifier.doi10.1016/j.sbspro.2015.01.494
dc.identifier.endpage443
dc.identifier.issn1877-0428
dc.identifier.startpage439
dc.identifier.urihttps://doi.org/10.1016/j.sbspro.2015.01.494
dc.identifier.urihttps://hdl.handle.net/11508/47764
dc.identifier.volume176
dc.identifier.wosWOS:000380487100065
dc.identifier.wosqualityN/A
dc.indekslendigikaynakWeb of Science
dc.language.isoen
dc.publisherElsevier Science Bv
dc.relation.ispartofInternational Educational Technology Conference, Ietc 2014
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_WoS_20260511
dc.subjectComputer games
dc.subjectwomen representation
dc.subjectfeminist theory
dc.titleRepresentation of women in computer game prince of persia
dc.typeConference Object

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