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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorde Mul, Elize
dc.contributor.advisorGlas, René
dc.contributor.authorWright, A.S.
dc.date.accessioned2021-08-02T18:00:26Z
dc.date.available2021-08-02T18:00:26Z
dc.date.issued2021
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/40141
dc.description.abstractIn this thesis, the visuals of Tatooine in the game SWTOR are analysed using postcolonial theory specifically regarding race. In doing so, this thesis analyses the evoked spaces of Tatooine within the postcolonial debate. The following research question has been posed: “How does the representation of nature construct the Dark Other on the planet of Tatooine in the game SWTOR and, in doing so, contribute to constructing certain impressions of people in colour in popular culture?” This question is answered by using a modified version of Clara Fernàndez-Vara’s Game Analysis. The structure set up by the Game Analysis has enabled this research to analyse how depictions of landscapes and the likes within games can come to evoke real locations and how fictional monsters within the game can come to impact people of colour by being representative of them. This research shows that the fictional space that is Tatooine is not neutral as the landscapes depicted within the game are reminiscent of real locations and by including monsters that are shown in a similar fashion to people of colour.
dc.description.sponsorshipUtrecht University
dc.format.extent1650072
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleA STAR WARS TALE: Representation in the Galaxy’s Outer Rim: A Game Analysis of Tatooine’s Nature in the game Star Wars: The Old Republic.
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsNature, Dark Other, Postcolonialism, Monsters, POC, Game Analysis, SWTOR, Frames, Evoked
dc.subject.courseuuNew Media and Digital Culture


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