Orosz Réti , ZsófiaUszkai, Patrik2024-06-262024-06-262024-03-27https://hdl.handle.net/2437/375052Games – online, offline, paid, and free in worlds of fantasy lands and cities filled with human bodies have been analysed to examine and gather the most prominent trends in bodily representation. For this purpose, the very core of the body had to be defined, how we see them, and how are they represented in a medium that gains inspiration from films yet also draws on a very different toolkit. While movies proved to be a good starting point, video game bodies differ on many levels from human bodies that appear on screen. In addition, not only bodies complicate the matter, but the medium as well: the core element that we are in control of one body inside game world, different camera views appear as we play and encounter cutscenes, and the added element that these bodies are not just there for solely aesthetic or story purposes, but for gameplay further complicate how we view them. That being said, the dominant trend that can be identified within single-player games is one of rigid, hypersexual bodies, carefully constructed within an idealised realism, infused further with other gendered roles. In case of online games, the same hypersexual tendencies can be observed, taken even further, and removing even that thin layer of humanness to maximise profit and player satisfaction in visual pleasure provided by bodies and commodity fetishism.70envideo gamesBodily representationfetish & commodity fetishGendered bodies in gamesGaming body and identificationCutscenesWhere’s My Playboy Bunny Outfit?diplomamunkaRepresentation of Human Bodies in Video GamesCulture SciencesHozzáférhető a 2022 decemberi felsőoktatási törvénymódosítás értelmében.