2019
DOI: 10.7557/13.5014
|View full text |Cite
|
Sign up to set email alerts
|

The Broodmother as Monstrous-Feminine—Abject Maternity in Video Games

Abstract: This article examines examples of the monstrous-feminine in the form of abject maternal monsters in a selection of commercially successful and critically acclaimed mainstream video games using conceptual frameworks and textual analysis methods established in the work of Julia Kristeva and Barbara Creed. The Broodmother from Dragon Age: Origins (2009) and the Mother from Dragon Age: Origins—Awakening (2010) are considered as problematic examples of the abject monstrous-feminine which fall into a long tradition … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0
1

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(3 citation statements)
references
References 16 publications
0
2
0
1
Order By: Relevance
“…Oyunların da bir parçası olduğu medya kültüründe, "anne"nin temsili tarihsel olarak kısıtlı olmuş ve genellikle belirli kalıplara veya klişelerin sınırları içine düşmüştür (Stang, 2019)…”
Section: Anneunclassified
“…Oyunların da bir parçası olduğu medya kültüründe, "anne"nin temsili tarihsel olarak kısıtlı olmuş ve genellikle belirli kalıplara veya klişelerin sınırları içine düşmüştür (Stang, 2019)…”
Section: Anneunclassified
“…The former examines how video games center around male characters while often underrepresenting or perpetuating problematic tropes of female characters (Cassell & Jenkins, 1998;Chess, 2018;Kennedy, 2002;Murray, 2018;Sarkeesian, -2017Shaw, 2017;Walkerdine, 2007), while the latter explores female monstrosity in film and literature (Creed, 1986(Creed, , 1993Caputi, 2004;Halberstam, 1995;Pulliam, 2014). However, there is a growing confluence of these two fields that studies female monstrosity in games (Santos & White, 2005;Sarkeesian, 2016b;Spittle, 2011;Stang, 2018Stang, , 2019Stang & Trammell, 2019;Taylor, 2006;Trépanier-Jobin & Bonenfant, 2017). Kerrigan, then, is an important point of discussion in this growing body of work as a rare example of the playable monstrous-feminine.…”
Section: Introductionmentioning
confidence: 99%
“…Regardless of the ubiquity of monstrous enemies in video games, few game scholars have addressed the ways that monstrosity is interwoven with representation (Kocurek, 2015;Stang, 2018;Stang, 2019;Stang & Trammell, 2019). These studies have primarily used textual analysis to demonstrate how monstrosity functions as a tool of oppression-a label used to justify the ultra-violence enacted against certain characters and creatures by the player-character.…”
mentioning
confidence: 99%