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The Limits of the Evolution of
Female Characters in the Bioshock
Franchise
Weimin Toh
National University of Singapore
Aim of the study
Proposal of an integrated framework to
track semiotic representations of female
characters in Bioshock franchise.
Bioshock (2K Boston, 2007).
Bioshock 2 (2K Marin, 2010).
Bioshock Infinite (Irrational Games,
2013).
Rationale for Bioshock
franchise
As newer games were released,
increasingly “independent” female
characters are depicted.
Using the proposed framework to show
the female characters are still portrayed
from a patriarchal perspective.
Female characters analysed
Video Games Female Characters
Bioshock Brigid Tenenbaum Little Sisters
Bioshock 2 Brigid Tenenbaum Sofia Lamb Eleanor Lamb
Bioshock Infinite Elizabeth
Tenenbaum Little Sister Sofia and Eleanor Elizabeth
Theoretical Framework
 Multimodal framework to analyse character role changes in different game titles.
Give a better understanding of how gender roles are constructed.
 Martin and White’s (2005) appraisal framework.
 Kress and van Leeuwen’s (1990, 1996, 2006) framework of visual analysis.
 Lim’s (2011) system of gesture.
 Characters’ semiotic representations are coded using the categories from the
above frameworks.
 Coding is used to understand if the semiotic representations change in the
different games.
 Semiotic representations are correlated with the (stereotypical) character role.
Theoretical Framework
Appraisal framework
Kress and van Leeuwen’s (1990, 1996, 2006) framework of
visual analysis
Metafunctional.
Meaning potentials seen in terms of:
Ideational
Interpersonal, and
Textual metafunctions
In this study, only the ideational metafunction, i.e. the narrative
structure (Kress and van Leeuwen, 1996) is used.
Kress and van Leeuwen’s (1990,
1996, 2006) visual framework
Representational structures are distinguished by
vectors.
Vectors represent “unfolding actions and events,
processes of change, transitory spatial
arrangements” (Kress and van Leeuwen 1996, 56).
Process refers to the types of unfolding actions.
Action,
Transactional
Non-transactional
Kress and van Leeuwen’s (1990,
1996, 2006) visual framework
Reactional,
Defined by gaze (Reactor and Phenonenon)
Speech/Verbal,
Characters’ dialogue
Mental,
Flashback or verbal recount of thought process
Circumstances
Locative
Means
Accompaniment
Lim’s (2011) System of Gesture
 Lim’s (2011) framework develops Martinec’s (2000, 2001,
2004) system of gesture.
Performance gesture is a gesture without intention to convey a
meaning.
Presenting action.
 Communicative gesture conveys meaning to addresse.
Representing action
Language independent gesture, and
Language correspondent gesture.
Indexical action
Language-dependent gesture
Analysis Data
Bioshock’s gameplay recordings taken from my game study’s
participants.
Remaining Bioshock gameplay recordings taken from YouTube.
Rationale for the choice of data
In the Bioshock games, players have to conform to a specific
pathway.
Within restricted variability in the narrative and gameplay,
semiotic representations do not change much.
Language, behaviour and gestures of female characters transcribed.
Coding from the framework is then applied to the transcribed data.
Linguistic Analysis of Tenenbaum in Bioshock
Judgment Appreciation
Brigid Tenenbaum 28 Capacity 22 Valuation
2 Incapacity 0 -Valuation
21 Tenacity
0 -Tenacity
10 Propriety
10 -Propriety
• Significant no. of capacity, valuation, and tenacity tokens
• Strong scientist.
• Focus on scientific experiments.
• Loyalty to the player character on the “good” play through.
• From an objective scientist to nurturing maternal figure.
Non-linguistic Analysis of Tenenbaum in Bioshock
Behaviour Others
Brigid Tenenbaum 107 Verbal process 38 Circumstance
:means
60 Mental process
• Tenenbaum’s backstory highlighted through audio logs.
• Audio logs contains both verbal and mental process.
• Circumstance: means tokens highlight her supporting role to the
player.
Linguistic Analysis of The Little Sisters in Bioshock
Affect Judgement
The Little Sisters 20 Happiness 19 Normal
17 Unhappiness 18 Abnormal
22 Inclination 19 Capacity
19 Disinclination 20 Incapacity
23 Tenacity
19 -Tenacity
• Simple characterisation.
• Becomes loyal to the player after they are saved.
• Simple emotions.
• Capable of independence after being saved.
• Support player character.
Non-linguistic Analysis of Little Sisters in Bioshock
Behaviour Others
The Litter Sisters 11 Transactional
action process
:actor
7 Circumstance
:means
56 Transactional
action process :goal
4 Circumstance
:accompaniment
41 Verbal process
0 Mental process
• Passive characters.
• Goal of player.
• Player’s tools.
Linguistic Analysis of Tenenbaum in Bioshock 2
Affect Judgement Appreciation
Brigid Tenenbaum 8 Inclination 4 Tenacity 7 Reaction :Impact
1 Disinclination 0 -Tenacity 7 Reaction :Quality
4 Valuation
• Supports player character.
• Admiration of player character.
• Guide to player character.
• Loyal and dependent on player character.
Non-linguistic Analysis of Tenenbaum in Bioshock 2
Behaviour Gestures Others
Brigid
Tenenbaum
4 Transactional
action process
:actor
2 Representing action, Attitude :positive,
engagement :expansion, graduation: fast
2 Circumstance
:locative
46 Verbal process 3 Representing action, Attitude :negative,
engagement :contraction, graduation :fast
5 Circumstance
:means
4 Circumstance
:accompaniment
• Remains in background to provide backstory and gameplay hints.
• Nurturing character.
• Allegiance to player character and the Little Sisters.
Linguistic Analysis of Sofia in Bioshock 2
Affect Judgement Appreciation
Sofia Lamb 9 Satisfaction 15 Capacity 14 Reaction :Quality
20 Dissatisfaction 9 Incapacity 55 -Reaction :Quality
3 Happiness 7 Tenacity 12 Valuation
18 Unhappiness 6 -Tenacity 3 -Valuation
3 Inclination 3 Propriety
33 Disinclination 26 -Propriety
• Antagonist.
• Perceives player as an obstacle to her creation of utopia.
• Perceives her daughter, Eleanor as an important tool to realize utopia.
Non-linguistic Analysis of Sofia in Bioshock 2
Behaviour Gestures Others
Sofia
Lamb
4 Transactional action
process :actor
1 Presenting action :material process 47 Circumstance
:locative
4 Non-transactional
action process :actor
3 Presenting action :Behavioural process
204 Verbal process 3 Representing action, Attitude :negative,
engagement :contraction, graduation :fast
11 Mental process 1 Representing action, Attitude :negative,
engagement :contraction, graduation :slow
• Appears briefly, presence constantly felt in background.
Linguistic Analysis of Eleanor in Bioshock 2
Affect Judgement Appreciation
Eleanor Lamb 19 Satisfaction 40 Capacity 35 Reaction :Impact
12 Dissatisfaction 13 Incapacity 0 -Reaction :Impact
11 Happiness 52 Tenacity 32 Reaction :Quality
12 Unhappiness 0 -Tenacity 15 -Reaction :Quality
2 Security 8 Propriety 18 Valuation
6 Insecurity 5 -Propriety 0 -Valuation
41 Inclination
2 Disinclination
• Allegiance to the player character.
Non-linguistic Analysis of Eleanor in Bioshock 2
Behaviour Gestures Others
Eleanor
Lamb
23 Transactional action process
:actor
3 Presenting action
:Behavioural process
45 Circumstance
:locative
2 Transactional action process
:goal
23 Representing action,
Attitude :positive,
engagement :expansion,
graduation: fast
35 Circumstance
:means
3 Non-transactional action
process :actor
31 Circumstance
:accompaniment
167 Verbal process
8 Mental process
• More active than Tenenbaum and Sofia Lamb.
• Supports the player character.
Linguistic Analysis of Elizabeth in Bioshock Infinite
Affect Judgement Appreciation
Elizabeth 31 Satisfaction 332 Capacity 572 Reaction :Impact
73 Dissatisfaction 63 Incapacity 0 -Reaction :Impact
16 Happiness 498 Tenacity 26 Reaction :Quality
74 Unhappiness 22 -Tenacity 128 -Reaction :Quality
0 Security 55 Veracity 46 Valuation
31 Insecurity 8 -Veracity 5 -Valuation
536 Inclination 11 Propriety
83 Disinclination 32 -Propriety
• Dependent on player character to escape from captivity.
• Powerful character because of ability to open portals to parallel universes.
• But ability used to support player character.
• Character development where she starts to exhibit attributes traditionally
associated with masculinity.
Non-linguistic Analysis of Elizabeth in Bioshock Infinite
Behaviour Gestures Others
Elizabeth 408 Transactional action
process :actor
27 Presenting action :material process 285 Circumstance
:locative
8 Transactional action
process :goal
25 Presenting action :Behavioural process 432 Circumstance
:means
67 Non-transactional action
process :actor
329 Representing action, Attitude :positive 10 –Circumstance
:means
17 Transactional reaction
process :actor
19 Representing action, Attitude :negative 75 Circumstance
:accompaniment
273 Verbal process 28 Indexical action, -Receptivity, Attitude
:negative
72 -Circumstance
:accompaniment
24 Mental process 14 Indexical action, Importance, Attitude :positive
• Appears physically throughout Bioshock Infinite.
• Plays a supporting role to the player character.
• Goal to be rescued.
• Dependent and independent from player character.
Conclusion
 Proposal of multimodal framework to track the female characters’ development
in the Bioshock franchise.
 Some advancement observed.
Highly passive female characters in first few games.
Brigid Tenenbaum (Bioshock and Bioshock 2),
Sofia Lamb (Bioshock 2), and
Little Sisters (Bioshock and Bioshock 2).
Strong female characters in the later games.
Eleanor (Bioshock 2), and
Elizabeth (Bioshock Infinite).
 But still limited in their representation as they support male character.
References
 2K Boston (2007) Bioshock. [PC Computer, PS3, Xbox 360, OS X, Cloud (OnLive), iOS]
2K Games. Quincy, Massachusetts USA: played 7 December 2014.
 2K Marin (2010) Bioshock 2. [PC Computer, OS X, PS3, Xbox 360] 2K Games. Novato,
Marin County, California USA: played 7 December 2014.
 Irrational Games (2013) Bioshock Infinite. [PC Computer, PS3, Xbox 360, OS X, Linux]
2K Games. Quincy, Massachusetts USA: played 7 December 2014.
 Kress, G. and Theo van Leeuwen. Reading Images. Geelong, Deakin University Press,
1990.
 Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design.
London; New York: Routledge, 1996.
 Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design.
Second edition. London; New York: Routledge, 2006.
References
 Lim, F.V. “A Systemic Functional Multimodal Discourse Analysis Approach to Pedagogic
Discourse,” PhD dissertation, National University of Singapore, 2011.
 Martin, J.R., and P.R.R. White. The Language of Evaluation: Appraisal in English. New
York, NY: Palgrave Macmillan, 2005.
 Martinec, R. “Gestures that Co-occur with Speech as a Systematic Resource: The
Realization of Experiential Meaning in Indexes,” in Social Semiotics 14(2), (2004),
pp.193-213.
 2014, pp.124-151.
 White, P.R.R. (2005) The Appraisal Website :The Language of Attitude, Arguability and
Interpersonal Positioning [online]. Available at
http://www.grammatics.com/appraisal/appraisalGuide/Framed/Frame.htm (accessed Dec.
2014)

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The limits of the evolution of female characters in the Bioshock franchise DiGRA 2015

  • 1. The Limits of the Evolution of Female Characters in the Bioshock Franchise Weimin Toh National University of Singapore
  • 2. Aim of the study Proposal of an integrated framework to track semiotic representations of female characters in Bioshock franchise. Bioshock (2K Boston, 2007). Bioshock 2 (2K Marin, 2010). Bioshock Infinite (Irrational Games, 2013).
  • 3. Rationale for Bioshock franchise As newer games were released, increasingly “independent” female characters are depicted. Using the proposed framework to show the female characters are still portrayed from a patriarchal perspective.
  • 4. Female characters analysed Video Games Female Characters Bioshock Brigid Tenenbaum Little Sisters Bioshock 2 Brigid Tenenbaum Sofia Lamb Eleanor Lamb Bioshock Infinite Elizabeth Tenenbaum Little Sister Sofia and Eleanor Elizabeth
  • 5. Theoretical Framework  Multimodal framework to analyse character role changes in different game titles. Give a better understanding of how gender roles are constructed.  Martin and White’s (2005) appraisal framework.  Kress and van Leeuwen’s (1990, 1996, 2006) framework of visual analysis.  Lim’s (2011) system of gesture.  Characters’ semiotic representations are coded using the categories from the above frameworks.  Coding is used to understand if the semiotic representations change in the different games.  Semiotic representations are correlated with the (stereotypical) character role.
  • 6. Theoretical Framework Appraisal framework Kress and van Leeuwen’s (1990, 1996, 2006) framework of visual analysis Metafunctional. Meaning potentials seen in terms of: Ideational Interpersonal, and Textual metafunctions In this study, only the ideational metafunction, i.e. the narrative structure (Kress and van Leeuwen, 1996) is used.
  • 7. Kress and van Leeuwen’s (1990, 1996, 2006) visual framework Representational structures are distinguished by vectors. Vectors represent “unfolding actions and events, processes of change, transitory spatial arrangements” (Kress and van Leeuwen 1996, 56). Process refers to the types of unfolding actions. Action, Transactional Non-transactional
  • 8. Kress and van Leeuwen’s (1990, 1996, 2006) visual framework Reactional, Defined by gaze (Reactor and Phenonenon) Speech/Verbal, Characters’ dialogue Mental, Flashback or verbal recount of thought process Circumstances Locative Means Accompaniment
  • 9. Lim’s (2011) System of Gesture  Lim’s (2011) framework develops Martinec’s (2000, 2001, 2004) system of gesture. Performance gesture is a gesture without intention to convey a meaning. Presenting action.  Communicative gesture conveys meaning to addresse. Representing action Language independent gesture, and Language correspondent gesture. Indexical action Language-dependent gesture
  • 10. Analysis Data Bioshock’s gameplay recordings taken from my game study’s participants. Remaining Bioshock gameplay recordings taken from YouTube. Rationale for the choice of data In the Bioshock games, players have to conform to a specific pathway. Within restricted variability in the narrative and gameplay, semiotic representations do not change much. Language, behaviour and gestures of female characters transcribed. Coding from the framework is then applied to the transcribed data.
  • 11. Linguistic Analysis of Tenenbaum in Bioshock Judgment Appreciation Brigid Tenenbaum 28 Capacity 22 Valuation 2 Incapacity 0 -Valuation 21 Tenacity 0 -Tenacity 10 Propriety 10 -Propriety • Significant no. of capacity, valuation, and tenacity tokens • Strong scientist. • Focus on scientific experiments. • Loyalty to the player character on the “good” play through. • From an objective scientist to nurturing maternal figure.
  • 12. Non-linguistic Analysis of Tenenbaum in Bioshock Behaviour Others Brigid Tenenbaum 107 Verbal process 38 Circumstance :means 60 Mental process • Tenenbaum’s backstory highlighted through audio logs. • Audio logs contains both verbal and mental process. • Circumstance: means tokens highlight her supporting role to the player.
  • 13. Linguistic Analysis of The Little Sisters in Bioshock Affect Judgement The Little Sisters 20 Happiness 19 Normal 17 Unhappiness 18 Abnormal 22 Inclination 19 Capacity 19 Disinclination 20 Incapacity 23 Tenacity 19 -Tenacity • Simple characterisation. • Becomes loyal to the player after they are saved. • Simple emotions. • Capable of independence after being saved. • Support player character.
  • 14. Non-linguistic Analysis of Little Sisters in Bioshock Behaviour Others The Litter Sisters 11 Transactional action process :actor 7 Circumstance :means 56 Transactional action process :goal 4 Circumstance :accompaniment 41 Verbal process 0 Mental process • Passive characters. • Goal of player. • Player’s tools.
  • 15. Linguistic Analysis of Tenenbaum in Bioshock 2 Affect Judgement Appreciation Brigid Tenenbaum 8 Inclination 4 Tenacity 7 Reaction :Impact 1 Disinclination 0 -Tenacity 7 Reaction :Quality 4 Valuation • Supports player character. • Admiration of player character. • Guide to player character. • Loyal and dependent on player character.
  • 16. Non-linguistic Analysis of Tenenbaum in Bioshock 2 Behaviour Gestures Others Brigid Tenenbaum 4 Transactional action process :actor 2 Representing action, Attitude :positive, engagement :expansion, graduation: fast 2 Circumstance :locative 46 Verbal process 3 Representing action, Attitude :negative, engagement :contraction, graduation :fast 5 Circumstance :means 4 Circumstance :accompaniment • Remains in background to provide backstory and gameplay hints. • Nurturing character. • Allegiance to player character and the Little Sisters.
  • 17. Linguistic Analysis of Sofia in Bioshock 2 Affect Judgement Appreciation Sofia Lamb 9 Satisfaction 15 Capacity 14 Reaction :Quality 20 Dissatisfaction 9 Incapacity 55 -Reaction :Quality 3 Happiness 7 Tenacity 12 Valuation 18 Unhappiness 6 -Tenacity 3 -Valuation 3 Inclination 3 Propriety 33 Disinclination 26 -Propriety • Antagonist. • Perceives player as an obstacle to her creation of utopia. • Perceives her daughter, Eleanor as an important tool to realize utopia.
  • 18. Non-linguistic Analysis of Sofia in Bioshock 2 Behaviour Gestures Others Sofia Lamb 4 Transactional action process :actor 1 Presenting action :material process 47 Circumstance :locative 4 Non-transactional action process :actor 3 Presenting action :Behavioural process 204 Verbal process 3 Representing action, Attitude :negative, engagement :contraction, graduation :fast 11 Mental process 1 Representing action, Attitude :negative, engagement :contraction, graduation :slow • Appears briefly, presence constantly felt in background.
  • 19. Linguistic Analysis of Eleanor in Bioshock 2 Affect Judgement Appreciation Eleanor Lamb 19 Satisfaction 40 Capacity 35 Reaction :Impact 12 Dissatisfaction 13 Incapacity 0 -Reaction :Impact 11 Happiness 52 Tenacity 32 Reaction :Quality 12 Unhappiness 0 -Tenacity 15 -Reaction :Quality 2 Security 8 Propriety 18 Valuation 6 Insecurity 5 -Propriety 0 -Valuation 41 Inclination 2 Disinclination • Allegiance to the player character.
  • 20. Non-linguistic Analysis of Eleanor in Bioshock 2 Behaviour Gestures Others Eleanor Lamb 23 Transactional action process :actor 3 Presenting action :Behavioural process 45 Circumstance :locative 2 Transactional action process :goal 23 Representing action, Attitude :positive, engagement :expansion, graduation: fast 35 Circumstance :means 3 Non-transactional action process :actor 31 Circumstance :accompaniment 167 Verbal process 8 Mental process • More active than Tenenbaum and Sofia Lamb. • Supports the player character.
  • 21. Linguistic Analysis of Elizabeth in Bioshock Infinite Affect Judgement Appreciation Elizabeth 31 Satisfaction 332 Capacity 572 Reaction :Impact 73 Dissatisfaction 63 Incapacity 0 -Reaction :Impact 16 Happiness 498 Tenacity 26 Reaction :Quality 74 Unhappiness 22 -Tenacity 128 -Reaction :Quality 0 Security 55 Veracity 46 Valuation 31 Insecurity 8 -Veracity 5 -Valuation 536 Inclination 11 Propriety 83 Disinclination 32 -Propriety • Dependent on player character to escape from captivity. • Powerful character because of ability to open portals to parallel universes. • But ability used to support player character. • Character development where she starts to exhibit attributes traditionally associated with masculinity.
  • 22. Non-linguistic Analysis of Elizabeth in Bioshock Infinite Behaviour Gestures Others Elizabeth 408 Transactional action process :actor 27 Presenting action :material process 285 Circumstance :locative 8 Transactional action process :goal 25 Presenting action :Behavioural process 432 Circumstance :means 67 Non-transactional action process :actor 329 Representing action, Attitude :positive 10 –Circumstance :means 17 Transactional reaction process :actor 19 Representing action, Attitude :negative 75 Circumstance :accompaniment 273 Verbal process 28 Indexical action, -Receptivity, Attitude :negative 72 -Circumstance :accompaniment 24 Mental process 14 Indexical action, Importance, Attitude :positive • Appears physically throughout Bioshock Infinite. • Plays a supporting role to the player character. • Goal to be rescued. • Dependent and independent from player character.
  • 23. Conclusion  Proposal of multimodal framework to track the female characters’ development in the Bioshock franchise.  Some advancement observed. Highly passive female characters in first few games. Brigid Tenenbaum (Bioshock and Bioshock 2), Sofia Lamb (Bioshock 2), and Little Sisters (Bioshock and Bioshock 2). Strong female characters in the later games. Eleanor (Bioshock 2), and Elizabeth (Bioshock Infinite).  But still limited in their representation as they support male character.
  • 24. References  2K Boston (2007) Bioshock. [PC Computer, PS3, Xbox 360, OS X, Cloud (OnLive), iOS] 2K Games. Quincy, Massachusetts USA: played 7 December 2014.  2K Marin (2010) Bioshock 2. [PC Computer, OS X, PS3, Xbox 360] 2K Games. Novato, Marin County, California USA: played 7 December 2014.  Irrational Games (2013) Bioshock Infinite. [PC Computer, PS3, Xbox 360, OS X, Linux] 2K Games. Quincy, Massachusetts USA: played 7 December 2014.  Kress, G. and Theo van Leeuwen. Reading Images. Geelong, Deakin University Press, 1990.  Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design. London; New York: Routledge, 1996.  Kress, G. and Theo van Leeuwen. Reading Images: The Grammar of Visual Design. Second edition. London; New York: Routledge, 2006.
  • 25. References  Lim, F.V. “A Systemic Functional Multimodal Discourse Analysis Approach to Pedagogic Discourse,” PhD dissertation, National University of Singapore, 2011.  Martin, J.R., and P.R.R. White. The Language of Evaluation: Appraisal in English. New York, NY: Palgrave Macmillan, 2005.  Martinec, R. “Gestures that Co-occur with Speech as a Systematic Resource: The Realization of Experiential Meaning in Indexes,” in Social Semiotics 14(2), (2004), pp.193-213.  2014, pp.124-151.  White, P.R.R. (2005) The Appraisal Website :The Language of Attitude, Arguability and Interpersonal Positioning [online]. Available at http://www.grammatics.com/appraisal/appraisalGuide/Framed/Frame.htm (accessed Dec. 2014)

Editor's Notes

  1. Bioshock is a first-person shooter video game series. The first game takes place in 1960, in the fictional underwater city of Rapture and the player controls the protagonist Jack who is unknowingly guided by Atlas, a revolutionary to overthrow Andrew Ryan, Rapture’s founder in his attempt to escape from Rapture after his plane crashes nearby. Bioshock 2 takes place in the same setting eight years after the first game in Rapture. The player controls a Big Daddy, a genetically modified human being whose goal is to reunite with the Little Sister, Eleanor Lamb whom he was bonded to and tasked to protect prior to his death. Bioshock Infinite takes place in 1912 in Columbia, a city in the sky. The player controls Booker DeWitt in his quest to rescue Elizabeth from her imprisonment on Monument Island to pay off his debts.
  2. Brigid Tenenbaum is a German scientist who appears in both Bioshock 1 and 2. The Little Sisters appear in Bioshock 1 and 2 and they are young girls who have been genetically altered and mentally conditioned to reclaim ADAM from the corpses around Rapture. Their character role is to support the player character in the gameplay by providing him with gameplay rewards. Sofia Lamb is a clinical psychiatrist and the primary antagonist of Bioshock 2. Her character role is to obstruct the player character’s gameplay progress. Eleanor Lamb is Sofia Lamb’s daughter and a previous Little Sister. Her character role is to support the player character in the gameplay. In Bioshock Infinite, Elizabeth’s rescue from imprisonment on her tower on Monument Island is a gameplay goal of the player. Although she can take care of herself and will not be hurt during the gameplay, she plays a supporting character role to the player character in the majority of the game.
  3. Appraisal refers to the “systematic resources used to negotiate emotions, judgments, and valuation, alongside resources for amplifying and engaging with these evaluations” (Martin 2000, 145). Ideational metafunction is where language is used to conceptualize the world. The linguistic forms can represent our experience. Interpersonal metafunction refers to the use of language to set up and maintain social and personal relations, including communication roles such as questioner and respondent, and to express the language user’s own attitudes and comments on the content of an utterance. Textual metafunction involves the use of language to link with itself and with features of the situation in which it is used. This is what enables the speaker or writer to construct a text, and enables the listener or reader to distinguish a text from a set of sentences.
  4. Transaction action – actor and goal Non-transactional action – actor with no goal.
  5. Language independent gesture – gesture that occurs on its own and can be understood without the use of language. Language correspondent gesture – gesture that occurs with language but can be understood with out the use of language.
  6. The analysis of Tenenbaum’s tokens shows there is a significant number of capacity and valuation tokens. A token is a single instance of an appraisal category. The tokens with the greatest quantitative difference in their valence are the “capacity”, “tenacity” and “valuation” tokens. Capacity tokens highlight Tenenbaum’s character role as a strong scientist. In the first half of Bioshock, the audio logs which are the voice recordings that are left behind by the former inhabitants of the area the player is exploring, depict her as the scientist who discovered the substance, ADAM from the sea slug which can be genetically manipulated to produce tissue and functions that would not be normally present in the human body. Valuation tokens highlight what she finds appropriate, effective and helpful in assisting her to achieve success in her scientific experiments. Tenacity tokens highlight her loyalty to the player character on the “good” play through where the player chooses to rescue all the Little Sisters. She sends gameplay rewards to the player via the Little Sisters’ presents and her veracity tokens indicate that she kept her promise. The equal number of positive and negative propriety tokens highlight her development from an objective scientist to an emotional and nurturing character. After she realised the consequence of her experiments on the little sisters, she sought to make amends.
  7. In the first half of the game, Tenenbaum’s backstory is highlighted to the player through the audio logs where she talks about how she discovered the substance ADAM from the sea slugs. The audio logs also describe her character development from an objective scientist to an emotional and nurturing person after her maternal instincts were awaken due to sympathy for the Little Sisters. These audio logs enable the player to understand her thought processes where she vocalizes what she thinks about her actions and consequences in the gameworld. In the latter half of the game, Tenenbaum guides the player in the gameplay. This is highlighted by the large number of “circumstance :means” tokens. Tenenbaum’s physical presence in the game is minimal and she only appears twice in the game. She serves a supporting role to the player.
  8. There is no large quantitative difference in the Little Sisters’ tokens with positive and negative valences. This highlights that the simple characterization of the Little Sisters. The player can either choose to save or “harvest” them. Before the Little Sisters are saved, they are “disinclined” (appraisal category which refers to their opposed stance) to the player but after they are saved, they become loyal to the player. On the “good” play through, the Little Sisters consistently bring gameplay rewards to the player. The Little Sisters do not display complex emotions. They are either happy or unhappy due to their conditioning. Once saved by the player, they regain their free will and become “capable” of independence. The Little Sisters play a supporting role to the player character and do not directly interfere in the gameplay. For instance, in the final boss fight with Frank Fontaine, the Little Sisters provide verbal support to the player. They do not directly assist the player in fighting Frank Fontaine in the gameplay.
  9. The visual analysis of the Little Sisters’ tokens indicates they are more passive than Tenenbaum. A majority of the visual tokens is the “transactional action process :goal” where the Little Sisters are the goal of the player who requires salvation. There is no mental process. It indicates the simple characterization of the Little Sisters where their thought processes are not revealed. There are the presence of some “transactional action process :actor” tokens when they support the player. They help the player open doors and provide him with the ADAM needle to defeat Frank Fontaine at the end of the game. They do not help the player directly in the gameplay. They are tools that enable the player to progress the gameplay, highlighted by the “circumstance :means” tokens.
  10. There are not many tokens for Brigid Tenenbaum because she only makes a brief appearance in Bioshock 2. When she appears, her main character role serves to support the player character. This is indicated by the most number of “inclination” tokens which highlights her allegiance to the player. It is complemented by “reaction :quality” and valuation tokens which emphasise her admiration of the player character. The next most frequent token is “reaction :impact”. These tokens highlight Tenenbaum’s guidance of the player during the game’s beginning by pointing out important gameplay objects and goals. “Tenacity” tokens highlight both her loyalty and dependence on the player to save her when she was attacked by Sophia Lamb’s splicers.
  11. Tenenbaum appears for only a brief moment in Bioshock 2. The majority of her visual tokens is verbal process where she remains in the game’s background to provide backstory and gameplay hints. Continuing her characterization as a nurturing character from Bioshock, Tenenbaum’s motivation in Bioshock 2 is to save the Little Sisters from Sofia Lamb. This explains her allegiance to the player character and the Little Sisters where all of her gestures are inclined towards them.
  12. A large quantity of negative valence is found in Sophia Lamb’s tokens. This highlights her character role as the antagonist to obstruct the player’s gameplay progress. The highest quantity of negative tokens is “reaction :quality”, followed by “disinclination”. These tokens highlight her negative emotions towards the player character. She perceives him as an obstacle to her creation of utopia. The negative valence tokens such as “dissatisfaction” and “unhappiness” occur in the gameplay background when she responded negatively to the player character’s action as he disrupted her plan. The greater quantity of positive “valuation” tokens than the negative tokens highlights her perception of her daughter, Eleanor Lamb as her most important tool in bringing to life her vision of utopia. The greater quantity of positive “capacity” tokens over negative tokens highlight her possession of power in Rapture as she nurtures Eleanor Lamb to become her powerful tool to control Rapture. This power is taken away as the player character progresses in the game and shapes Eleanor Lamb according to his actions before eventually freeing her from Sofia Lamb’s control.
  13. Similar to Tenenbaum, Sofia Lamb only appears briefly as a physical form in Bioshock 2. The majority of her visual tokens is verbal process (204 tokens) while her presence is felt constantly in the background. She continuously talks to the player through the radio and taunts him. She provides motivation and a reason for the player to fight against the gameplay challenges. This is highlighted by the 47 “circumstance :locative” tokens in the analysis. A small number of “mental process” highlights her thought process and her ideology.
  14. The greatest quantity of Eleanor’s token is “tenacity” followed by “inclination” and “capacity”. “Tenacity” and “inclination” tokens highlight her reliance and loyalty to the player character throughout the game as she constantly helps the player by providing him with subtle hints and gameplay rewards to progress the gameplay. Of particular note is the occurrence of “reaction :quality” tokens which highlights her admiration of the player character as a Big Daddy which she as a Little Sister perceives as a “knight in shining armour”. A large quantity of “reaction :impact” tokens also indicates Eleanor Lamb serves as a gameplay tool for the player by highlighting important gameplay objects and goals that has to overcome to progress the gameplay. She is also a summonable skill of the player character and is thus bound to him.
  15. Eleanor is the “daughter” and Little Sister of the player character, Subject Delta. The analysis of Eleanor’s visual tokens (23 transactional action process) indicates that she is more active than Tenenbaum and Sofia Lamb. She is acted upon only twice in the game as a goal of the other characters. In the first half of the game, Eleanor is similar to Tenenbaum and Sofia Lamb as she only talks to the player through the radio and assists the player indirectly. Her character role is limited to providing backstory (45 circumstance: locative tokens) and gameplay support by leaving behind weapons and plasmid powers (35 circumstance: means tokens). In the second half of the game, after she obtains the Big Sister suit, her supporting role is expanded to include assisting the player to fight against the enemies in the gameplay (31 circumstance: accompaniment tokens). Eleanor also highlights important obstacles in the environment which are the gameplay goal that the player has to overcome to progress the game (35 reaction: impact tokens).
  16. The highest quantity of Elizabeth’s tokens is “reaction :impact” (572). This highlights Elizabeth as a guide that draws the player’s attention to important narrative and gameplay information in the gameworld to facilitate his progress. Of significance is the 31 “insecurity” tokens. The occurrence of this token type provides characterization for Elizabeth as a character that is dependent on Booker to escape from captivity. At the game’s beginning, Elizabeth is imprisoned by Comstock. The player’s gameplay goal is to find her and help her escape from the warden, Songbird. There is a larger quantity of “capacity” tokens than “incapacity” tokens. This emphasizes Elizabeth as a “powerful” character because of her ability to open “tears” (portals to parallel universes). This ability plays a supporting role to the player character. For instance, she supports the player during the gameplay fights by throwing him ammunition and medical supplies when he runs low. At the end game, Elizabeth offers her power of commanding Songbird to the player. Elizabeth can open tears that enable herself and the player character to enter into a parallel universe to progress the plot. This tear opening ability is arguably evidence that Elizabeth is a strong female character. But it is ultimately up to the player’s actions and choices that progresses the gameplay and narrative. In most instances, Elizabeth will only open tears upon the command of the player. In the last gameplay fight, Elizabeth will ask the player for permission to use Songbird on specific targets. She does not act independently of the player. This gameplay behavior is also how Eleanor is represented in Bioshock 2. Elizabeth has a character development after she has undergone Comstock’s treatment to transform her into his successor. After this torturous experience, Elizabeth becomes motivated by revenge to find Comstock and stop him from turning her into his tool. She starts to exhibit attributes traditionally associated with masculinity such as independence, dominance, self-confidence, violence, threatening behavior, physical and verbal aggression towards the player character, Booker DeWitt. When Booker wants to confront Comstock alone and asks Elizabeth to remain behind, she threatens him (“disinclination”, “-tenacity” and “-reaction :quality” tokens). She insists that she wants to confront Comstock together or she will do it by herself.
  17. The highest quantity of Elizabeth’s visual tokens is “circumstance :means” whereas the highest quantity of Eleanor’s visual tokens is “circumstance :locative”. This is because Elizabeth appears physically throughout Bioshock Infinite whereas Eleanor only appeared physically near the end of Bioshock 2 after she obtained the Big Sister’s suit from the player character. Elizabeth’s primary gameplay role (432 “Circumstance :means tokens” and 329 “Representing action, attitude :positive, engagement :expansion, graduation :fast” tokens) is to support the player character by assisting him during gameplay fights to throw him ammunition and medical kits when he requires them. Elizabeth’s secondary role (285 “Circumstance :locative” tokens) is to provide backstory to the player character to motivate him in the gameplay. In the majority of the game, Elizabeth accompanies (75 “Circumstance :accompaniment” tokens) the male player character. Both Elizabeth and Eleanor are similar as they are the goal to be rescued by the male player character. Dependent at the beginning but independent from player character towards the end.
  18. This study has developed a multimodal framework to track the character development of the various female characters throughout the Bioshock franchise. From the findings of the analysis, it is shown that from the first Bioshock to Bioshock Infinite, there is some advancement in the depiction of the female characters in the different games. Female characters from the Bioshock franchise, especially in the first few games are highly passive and exist in the game’s background to provide backstory (Brigid Tenebaum), to serve as a gameplay goal (Little Sisters) and to obstruct the player’s gameplay progress (Sofia Lamb). Two of the strong female characters are Eleanor in Bioshock 2 and Elizabeth in Bioshock Infinite. However, the analysis has shown that there are also limits to the representation of these female characters. Although Eleanor is able to fight alongside the player character towards the end of Bioshock 2 after she obtains the Big Sister suit, her identity is shaped by Subject Delta, the player character. Although Elizabeth is a strong female character as she can take care of herself and possesses the portal opening ability, she supports the player character, Booker DeWitt in most instances of Bioshock Infinite.