2021
DOI: 10.1177/15554120211026279
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What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games

Abstract: Video games have long held a spotty history in their narratives regarding women. Most research has examined large budget games and identified issues of simplification, oversexualization, and a general lack of agency among female characters. The present study explores the gaming niche of “indie”—or independent game developer—video games in their representations of women in particular with Never Alone, Gone Home, and Her Story. These games were released around the time frame of the GamerGate controversy—a contro… Show more

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Cited by 9 publications
(5 citation statements)
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“…Early adopters of such media changes are often met with skepticism and distrust 2 from the general public due to a lack of knowledge of these new technologies. 3 Video games were no different in this regard.…”
Section: Introductionmentioning
confidence: 91%
“…Early adopters of such media changes are often met with skepticism and distrust 2 from the general public due to a lack of knowledge of these new technologies. 3 Video games were no different in this regard.…”
Section: Introductionmentioning
confidence: 91%
“…The literature review yielded a number of sources offering a range of discussions and critical analyses reflecting on the demand for more characterdriven stories in video games, while also reflecting on the games that already meet this demand. More specifically, there are discussions and critical analyses regarding authentic depictions of a character's journey of self-discovery, whether that be through stories discussing the growth of a father-son relationship, making it through high school, or coming of age in the face of adversity (Perreault, M. F., Perreault, G., and Suarez., 2022). Harper Lee's (1960) The theme of coming of age is often accompanied by the theme of the long journey home.…”
Section: Coming Of Age and The Long Journey Homementioning
confidence: 99%
“…So, while the game is action-focused, there are many inclusive elements on display and built into the narrative of the game, which don't feel forced and truly serve as an accurate reflection of Brooklyn and New York City as a whole. However, in spite of the attempts being made, there still exist criticisms regarding authentic depictions of a character's journey of self-discovery, whether that be through the telling of stories that discuss racism, homophobia, or social acceptance amongst one's peers (Perreault, M. F., Perreault, G., and Suarez., 2022). For example, Ruberg (2020) criticizes the structure of the 2013 game Gone Home, a game that tells the dramatic story of a queer romance.…”
Section: Racial Cultural and Sexual Representationmentioning
confidence: 99%
“…Additionally, there was a trend towards desexualization and neutralization in their appearance. These transformations were particularly evident among influential mainstream game developers [9]. In the trilogy of the "Tomb Raider" reboot series (firstly published in 2013), the character of the protagonist, Lara Croft, was further enriched.…”
Section: Transformation Of Female Characters In Modern Video Gamesmentioning
confidence: 99%