Title
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Gender and sexuality subversion in digital games
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Author
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Abstract
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We apply Gramsci's concept of counter-hegemonic subversion, key concepts in queer game studies, and Butler's construct of gender performativity to the field of critical game studies. Using qualitative videogame content analysis, we investigate how games such as Life is Strange or The Sims can enable players to act out a non-heteronormative gender role. Results show that gender and non-heteronormative enactment in games can essentially take two forms, depending on the genre and the possibilities for action presented in the mechanics. Directed games are characterised by a more or less fixed narrative or a strict path towards a desired ending, directing the player towards one specific type of (identity) performance. In semi-directed games, players are granted freedom in terms of performance, albeit to a limited degree as made possible within the constraints of game technology and aesthetics. In conclusion we posit that the interplay between game rules, narrative elements and player context marks the essence of counter-hegemonic enactment of gender roles and norms concerning sexuality in digital games. |
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Language
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English
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Source (journal)
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DiGeSt : journal of diversity and gender studies. - Ghent, 2014, currens
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Publication
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Ghent
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Academia Press
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2019
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ISSN
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2593-0273
[print]
2593-0281
[online]
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DOI
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10.11116/DIGEST.6.2.2
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Volume/pages
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6
:2
(2019)
, p. 23-42
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Full text (Publisher's DOI)
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Full text (open access)
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Full text (publisher's version - intranet only)
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