Picture a college professor standing at the front of a crowded auditorium and speaking to a group of three hundred students. The speaker, sharp-eyed and astute, has a glass of water and stands tall and mighty behind a podium. He projects a series of sounds toward the dreary-eyed students – a mouthful of verbs, adjectives and nouns, all carrying different meanings. The speaker’s information may be fascinating and well organized, but one MU researcher doesn’t ask why someone is speaking. He’s more interested in studying how the speaker is communicating.
Lara Croft in Lara Croft Tomb Raider: Legend is known as much, or more so, for her hyper-sexualized body as for her skills and adventures. This is often the norm for female characters in video games, saysElizabeth Behm-Morawitz, Assistant Professor of Communication at MU. Having recently finished her first year at MU, Behm-Morawitz actually began studying video games as a doctoral student at the University of Arizona. “Seeing these hyper-sexualized images of women caught my attention,” she recounts.
Behm-Morawitz’s research focuses on the effects video games can have on college students: “This is a stage of life when you’re on your own for the first time. You’re doing a lot of identity exploration, making sense of the world, coming into your own. So, this is a time when media images might have an impact on how you think about gender and how you think about yourself.”