Talk:Avatars and Videogames

From SI410
Jump to: navigation, search

Peer Review

The length of the article is 944 words. The article does include the 3 major components of a good article. The opening paragraph defines the terms relevant to the topic. This provides an informative introduction for the reader, even if they have limited knowledge of the realm of video games. The last sentence of the introduction also briefs the reader the topics of ethical issues mentioned in the article. The author splits different issues relating to the topic into its own sections, which is easy for the reader to follow. Each issue brings up interesting points, and the issues at stake are clear to me. I think so far you provided a good overall framework for further discussion. Based on the content so far, I understand that the issue is important because avatars in video games are not the most inclusive in terms of gender, sexuality, class, and more. I would love to see more detailed examples of the instances mentioned in the article (ie. when you mentioned games that allow players to buy attributes for their in-game avatars, can you provide an example of this type of game?) The last section “Sexuality” doesn’t have any source cited. When you say “of course some games have worked to make it so that you can choose the gender of your love interest, but that is not always the case”, provide more evidence on which games are in one way and which games are not the case. Maybe you can add more subsections under it to talk more about specific games that have ethical implications when it comes to romance and sexuality, and cite those examples with links to their Wiki page. Another topic that you can expand from your discussion on female avatars could be how sexualizing female figures in video games have ethical implications. Under the lack of representation section, you can also explore more around race, age, and other categories of representations to report the issue on multiple perspectives.