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READER 1
Title:Building bridges between game studies and feminism: The challenges and possibilities of cultural critique
In her article “Building Bridges Between Game Studies and Feminism,” Pozo (2018) explores the intersection of game studies and feminist theory, emphasizing the importance of cultural critique in analyzing gender dynamics within video games. She argues that while game studies have made significant progress in investigating game design, player behavior, and interactivity, they have yet to fully embrace feminist perspectives that critically address representation, inclusivity, and underlying power structures in gaming culture.
Pozo identifies several barriers to incorporating feminist analysis into the field, most notably the historically male-dominated nature of both the gaming industry and the academic discourse surrounding games. Feminist critiques often encounter resistance as they challenge entrenched norms and practices within gaming communities. Nevertheless, Pozo asserts that these critiques are essential in revealing how games may reinforce gender stereotypes, marginalize underrepresented voices, and perpetuate patriarchal ideologies. For example, the hypersexualization of female characters and the lack of narrative diversity are recurring issues that feminist frameworks are particularly well-equipped to interrogate.
The article also highlights the transformative potential of feminist game studies in promoting more inclusive and equitable gaming environments. A feminist lens enables scholars and designers alike to critique harmful industry practices and advocate for broader, more authentic representation of women, LGBTQ+ individuals, and other marginalized groups. Crucially, Pozo underscores the importance of intersectionality—emphasizing that gender must be analyzed in conjunction with other axes of identity such as race, class, and sexuality. This intersectional approach provides a more nuanced and comprehensive understanding of how power operates within both games and their surrounding cultures.
Reference Pozo, T. (2018) ‘Building bridges between game studies and feminism: The challenges and possibilities of cultural critique’, Game Studies, 18(3). Available at: https://gamestudies.org/1803/articles/pozo [Accessed 26 February 2025].
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READER 2
Title:Exploratory study of how gacha system in mobile video game affect player’s enjoyment: A case study of Indonesia
In their 2023 article, Andriyanto and Wibowo explore the impact of gacha systems on player enjoyment in mobile video games, with a specific focus on the Indonesian gaming community. Gacha systems—mechanics that allow players to acquire random in-game items or characters through virtual purchases—have become both ubiquitous and controversial within the mobile gaming industry. This study investigates how such systems influence players’ satisfaction, engagement levels, and spending behaviors.
The authors argue that gacha systems evoke a sense of anticipation and excitement that can significantly enhance player enjoyment. The randomized nature of rewards activates psychological responses similar to those triggered by gambling, creating a thrilling user experience. However, the study also notes the potential for frustration, particularly when repeated purchases fail to yield desired outcomes. This tension between excitement and disappointment underscores the emotionally complex nature of gacha mechanics.
A key insight from the research is the influence of cultural context on player perceptions. In Indonesia, where mobile gaming is highly popular, gacha systems are often perceived more as a form of entertainment than as a financial risk. This cultural framing contributes to the normalization and widespread acceptance of such mechanics. Nevertheless, the authors warn of their addictive potential, especially for younger players, who may be more susceptible to compulsive spending.
The study offers valuable implications for both game developers and policymakers. While gacha systems can boost player engagement and generate substantial revenue, their implementation must be approached ethically. The authors advocate for greater transparency, including the disclosure of item drop rates, and suggest the introduction of spending limits to promote responsible game design practices.
Reference Andriyanto, A. and Wibowo, T. (2023) ‘Exploratory study of how gacha system in mobile video game affect player’s enjoyment: A case study of Indonesia’, Jurnal Cahaya Mandalika, 4(1), pp. 705–715. Available at: https://doi.org/10.36312/jcm.v4i1.1375 [Accessed 26 February, 2025].
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Academic Blog 1
Visual Culture, Identity, and Breaking Stereotypes in Game Design
In the rapidly evolving landscape of digital media, video games have emerged as a powerful medium for storytelling, cultural expression, and identity exploration. As visual culture increasingly shapes how we perceive and engage with the world, game design plays a crucial role in challenging stereotypes and fostering inclusivity. This blog explores the intersection of visual culture and identity in game design, drawing on insights from Zhou (2024) and Fung (2023) to underscore the importance of breaking stereotypes and promoting diversity in digital media.
Visual Culture and Identity in Games
Visual culture in video games encompasses the aesthetics, symbols, and narratives that define the player's experience. According to Zhou (2024), emotional engagement in games is closely tied to visual storytelling, which can evoke empathy, confront biases, and foster a sense of belonging. Games such as The Last of Us Part II and Life is Strange utilize rich visual narratives to explore complex identities—including those related to gender, sexuality, race, and disability—creating immersive experiences that resonate with diverse audiences.
However, visual culture in games has also historically perpetuated harmful stereotypes, particularly in the depiction of marginalized groups. Women and people of color, for example, have frequently been portrayed in reductive or hypersexualized ways, reinforcing outdated societal norms. Fung (2023) argues that breaking these stereotypes requires a deliberate effort to diversify character design, narrative themes, and gameplay mechanics. By crafting characters that reflect the complexity of real-world identities, game designers can encourage players to question assumptions and embrace inclusivity.
Breaking Stereotypes Through Game Design
Fung (2023) emphasizes that representation in game design is not merely about including diverse characters—it is about dismantling systemic biases. This means going beyond tokenism to develop meaningful narratives that reflect the lived experiences of marginalized communities. For instance, games like Celeste and Gone Home thoughtfully address issues of mental health and LGBTQ+ identity, offering players opportunities to engage with underrepresented perspectives.
Zhou (2024) further asserts that emotional engagement is key to dismantling stereotypes. When players form emotional connections with characters, they are more likely to empathize with their struggles and celebrate their achievements. This emotional resonance can be cultivated through nuanced visual storytelling—expressive character animations, culturally authentic environments, and inclusive dialogue options all contribute to deeper immersion. By prioritizing emotional depth, designers can create experiences that both challenge stereotypes and cultivate empathy.
The Role of Digital Media in Shaping Identity
Digital media—particularly video games—provides a dynamic platform for exploring and expressing identity. As Zhou (2024) notes, games offer a unique space in which players can experiment with different identities and perspectives, whether by creating avatars or making narrative choices that align with their values. This interactivity allows players to experience the world through others’ eyes, fostering cultural awareness and social change.
Moreover, the global reach of digital media amplifies its potential to disrupt stereotypes and promote inclusion. Fung (2023) highlights the value of cross-cultural collaboration in game development, where diverse teams contribute unique perspectives that enrich the creative process. By embracing diversity in both content and development, the gaming industry can produce experiences that reflect the richness of human identity and resonate with global audiences.
Conclusion
Visual culture and identity are central to the evolution of game design, offering opportunities to challenge stereotypes and promote inclusion. Drawing on the insights of Zhou (2024) and Fung (2023), it is evident that games are a powerful vehicle for social change, capable of fostering empathy and understanding through authentic representation and diverse narratives. As digital media continues to shape our cultural landscape, the gaming industry must prioritize inclusivity and the celebration of complex identities as core design principles.
References Fung, J. (2023) ‘Representation in game design: A guide to breaking stereotypes’, Journal of Game Studies, 15(2), pp. 34–49. [Accessed 20 February 2025]. Zhou, Y. (2024) ‘Emotional engagement and diversity in video games’, Game Design Research, 9(1), pp. 23–37. [Accessed 20 February 2025].
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Academic Blog 2
Semiotics and Contemporary Narratives
In Siant’s class, we watched Ultraman: Rising, a film that offers a refreshing and thought-provoking reinterpretation of the iconic Ultraman franchise. Departing from traditional heroic narratives that rely on binary distinctions between good and evil, the film explores themes of vulnerability, societal expectations, and evolving family structures. Viewed through a semiotic lens—the study of signs and symbols—Ultraman: Rising presents a rich symbolic landscape that challenges conventional representations and invites viewers to reflect on deeper meanings and shifting cultural norms.
This blog expands on the semiotic analysis of Ultraman: Rising by exploring how contemporary narratives reinterpret traditional archetypes and engage with complex themes through symbolic storytelling.
Reimagining Fatherhood Through Symbolism
One of the film’s most compelling elements is its portrayal of a single father raising a child—an uncommon narrative in Japanese popular culture. Traditionally, Japanese media has portrayed fathers as distant or peripheral caregivers, while mothers are shown as primary nurturers. By centering the narrative on a single, emotionally engaged father, Ultraman: Rising disrupts these tropes and prompts a re-evaluation of societal expectations surrounding masculinity and parenting.
From a semiotic standpoint, this narrative shift is significant. The father figure in the film serves as a symbol of changing family dynamics and evolving conceptions of masculinity. Rather than embodying the stoic, invulnerable hero archetype, the protagonist expresses emotional depth and assumes an active caregiving role. This redefinition humanizes the hero and reflects broader cultural movements that challenge rigid gender roles. As Nakamura (2019) observes, contemporary media is increasingly offering more nuanced representations of fatherhood and masculinity that align with evolving social values.
Monsters, Meaning, and Reframing the ‘Other’
Another notable feature of the film is its portrayal of monsters. Traditionally, monsters in Ultraman serve as destructive forces and clear antagonists. However, Ultraman: Rising presents monsters as fragile and infant-like, blurring the lines between enemy and dependent.
This semiotic shift undermines the simplistic ‘good versus evil’ dichotomy and reframes the monstrous as vulnerable—suggesting that what we fear may, in fact, need understanding or care. The monster becomes a symbol of misunderstood otherness, opening space for empathy and alternative moral interpretations.
Parallel Narratives in Contemporary Media
This symbolic redefinition is not unique to Ultraman: Rising. Other contemporary narratives similarly use semiotics to subvert traditional archetypes and challenge dominant ideologies.
In Encanto, Disney uses magical realism to explore themes of identity, family roles, and societal pressure. The enchanted house, Casita, becomes a symbolic representation of familial unity and expectation. Each character’s magical gift acts as a metaphor for internal struggles. For instance, Luisa’s strength reflects her emotional burden, while Mirabel’s lack of a gift symbolizes the quest for self-worth beyond societal validation. Through these layered symbols, Encanto critiques rigid family dynamics and celebrates individual resilience.
Spider-Man: Into the Spider-Verse also redefines heroism by introducing Miles Morales, a biracial teenager, as the new Spider-Man. The film’s graffiti-inspired visual style symbolizes Miles’s cultural background and personal evolution. The multiverse itself becomes a metaphor for plural identities and diverse human experiences, challenging the idea that heroism must be embodied by a single, uniform figure. It underscores that anyone—regardless of race, class, or background—can become a hero.
Semiotics and Their Broader Implications
The symbolic choices in these narratives reveal how semiotics can enrich media analysis and production. Symbols are not fixed—they evolve to reflect shifting cultural values and challenge entrenched ideologies. Even seemingly minor creative decisions, such as casting a girl instead of a boy as a protagonist, carry significant cultural weight. These choices are rarely accidental; they signal changing paradigms and invite critical engagement with longstanding assumptions.
By challenging traditional archetypes, these works invite deeper reflection on morality, identity, and family. As Jenkins (2018) suggests, media that breaks away from conventional narratives and embraces diversity can cultivate empathy and act as a powerful agent for social change.
Applying Semiotic Insight to Game Design
As a game design student, these narratives encouraged me to think more intentionally about how symbolic choices can shape a player’s experience. Ultraman: Rising, alongside Encanto and Spider-Verse, exemplifies how semiotics can be used to reinterpret familiar stories and create more inclusive, emotionally resonant media. Their reimaginings of heroism, monstrosity, and identity reflect broader societal shifts—and offer rich, teachable examples for those of us designing the next generation of digital experiences.
In the ever-expanding world of digital storytelling, creators have both an opportunity and a responsibility to challenge stereotypes, promote inclusivity, and reflect the complexities of human identity through signs and symbols. These narratives demonstrate the transformative power of semiotics in shaping meaningful, reflective, and socially aware stories—providing critical inspiration for game designers, filmmakers, and storytellers alike.
References
Jenkins, H. (2018) Participatory Culture in a Networked Era: A Conversation on Youth, Learning, Commerce, and Politics. Cambridge: Polity Press. [Accessed 16 February, 2025]. Murray, J.H. (2017) Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Updated edn. New York: MIT Press. [Accessed 14 February, 2025]. Nakamura, I. (2019) ‘Redefining Masculinity in Japanese Media: A Semiotic Analysis of Fatherhood in Contemporary Film’, Asian Journal of Communication, 29(5), pp. 412–428. [Accessed 16 February, 2025]. Shaw, A. (2019) Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis: University of Minnesota Press. [Accessed 16 February, 2025].
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Academic Blog 12


The Outlast Series: A Benchmark in Experiential Realism and Horror Game Design
The Outlast series stands as a milestone in horror game design, masterfully blending experiential realism, player vulnerability, and transmedia storytelling. Developed by Red Barrels, the series disrupts conventional power fantasies by foregrounding helplessness and psychological tension. This academic reflection explores how Outlast constructs its terrifying atmosphere through deliberate design strategies that engage players on both emotional and cognitive levels.
Gameplay Mechanics: Agency through Vulnerability
At the heart of Outlast’s design is the radical decision to remove combat from the player’s toolkit. Armed only with a handheld camcorder equipped with night vision, players must rely on stealth, observation, and evasion to survive. This design fosters what Habel and Kooyman (2013) call "agency mechanics"—a form of gameplay where player control emerges not from domination, but from decision-making within strict limitations. The absence of weapons amplifies the sense of vulnerability, transforming each encounter into a test of psychological endurance rather than reflexive aggression. The result is a tense, immersive experience that emphasizes fear as a sustained emotional state rather than a momentary jump scare.
Experiential Realism: Emotional Immersion through Environmental Design
Outlast achieves experiential realism by meticulously constructing environments that evoke dread through sensory immersion. The dilapidated corridors of Mount Massive Asylum and the cult-ridden village of Outlast 2 are crafted with a level of environmental detail that grounds the horror in a disturbing plausibility. Kirkland (2005) highlights the importance of atmosphere in horror games, noting how it bridges narrative and emotional affect. The series excels in this interplay: the narrow field of vision offered by the camcorder's night-vision filter induces claustrophobia and forces players to dwell in the unknown. Darkness becomes both a mechanic and a metaphor, intensifying the sense of isolation and fear.
Transmedia Storytelling: Fragmented Narratives and Player Engagement
Beyond moment-to-moment gameplay, Outlast employs transmedia storytelling techniques that deepen narrative complexity. Documents, voice recordings, environmental cues, and the camera interface itself act as fragments of a larger puzzle. This encourages active player engagement as they piece together the backstory—much like the layered narrative design discussed by Fousek Krobová, Janik, and Švelch (2022) in their study of horror titles like The Medium. In Outlast, the story is not told to the player, but uncovered by them. This fragmented delivery not only reinforces the game's atmosphere of confusion and paranoia but also mirrors the protagonists' descent into psychological instability.
Societal Themes: Horror Rooted in Real-World Anxieties
The Outlast series draws its horror from plausible, real-world anxieties—ranging from unethical medical experimentation to religious fanaticism and institutional corruption. This grounding in cultural and societal fears aligns with Fousek Krobová et al.'s (2022) notion of “summoning ghosts of cultural spaces,” where horror games reflect and distort familiar contexts to evoke unease. The series’ depictions of systemic violence and moral extremity not only enhance the horror but provoke ethical reflection. Players are compelled to confront the terrifying implications of unchecked authority and ideological dogma, elevating the narrative from visceral shock to meaningful commentary.
Conclusion: Horror as Artistic and Psychological Engagement
The Outlast series demonstrates the evolving potential of horror games as complex, emotionally resonant media. Through the synergy of limited agency, immersive environmental design, and fragmented transmedia narratives, the series constructs an experience that is not only frightening but intellectually and artistically compelling. For concept artists and narrative designers, Outlast offers a paradigm for how visual storytelling can intersect with game mechanics to produce lasting emotional impact. My own background in animation and concept art informs a deep appreciation for this integration. Drawing from such design practices, I aim to contribute to the creation of game worlds that are not only visually rich, but narratively and thematically profound.
References
Fousek Krobová, T., Janik, J. and Švelch, J. (2022) ‘Summoning Ghosts of Post-Soviet Spaces: A Comparative Study of the Horror Games Someday You’ll Return and The Medium’, Studies in Eastern European Cinema, 14(1), pp. 39–52. doi: 10.1080/2040350X.2022.2071520.
Habel, C. and Kooyman, B. (2013) ‘Agency mechanics: gameplay design in survival horror video games’, Digital Creativity, 25(1), pp. 1–14. doi: 10.1080/14626268.2013.776971.
Kirkland, E. (2005) ‘Restless dreams in Silent Hill: approaches to video game analysis’, Journal of Media Practice, 6(3), pp. 167–178. doi: 10.1386/jmpr.6.3.167/1.
Intellect Discover (2012) Media, Visual Culture and Representation, Vol. 5, No. 1. Intellect.
Debategraph (n.d.) ‘Outlast and the Theory of Extreme Helplessness’. Available at: https://debategraph.org/Details.aspx?nid=3934 [Accessed 4 February, 2025].
Eurogamer (2013) ‘Outlast Review’. Available at: https://web.archive.org/web/20130908102709/http://www.eurogamer.net/articles/2013-09-05-outlast-review [Accessed 4 February, 2025].
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Academic Blog 11


The Binding of Isaac: A Masterpiece of Narrative and Artistic Expression
Nonlinear Storytelling: A Player-Driven Narrative
The Binding of Isaac redefines conventional video game narratives through its innovative use of nonlinear storytelling. Players gradually reconstruct Isaac’s story across procedurally generated playthroughs, with each session revealing new fragments of his past. This fractured narrative structure reflects the protagonist’s fragmented psychological state, immersing players in his trauma and desperate struggle for survival. Qin, Rau, and Salvendy (2009) argue that such player-driven narratives significantly enhance immersion by making each experience uniquely personal, thereby deepening emotional engagement.
Symbolism: Items as Narrative Devices
Items in The Binding of Isaac serve as more than mere gameplay mechanics—they are potent narrative symbols. The “Bible” item, for instance, simultaneously signifies salvation and critiques blind religious devotion. Isaac’s tears, used as weapons, poignantly embody both his suffering and his resilience. According to de Wildt and Aupers (2019), religious motifs in games often function dually: invoking reverence while simultaneously interrogating belief systems. Isaac’s item-based symbolism encourages critical reflection on faith, trauma, and identity, transforming gameplay into a form of interactive storytelling.
Religious Themes: The Duality of Faith
Rooted in biblical allegory, particularly the Akedah (the Binding of Isaac), the game juxtaposes salvation with fanaticism. Isaac’s mother, driven by divine voices, represents the destructive extremities of faith. This narrative duality resonates with the concept of "pop theology" described by de Wildt and Aupers (2019), where video games repurpose religious narratives to provoke discourse on spirituality, ethics, and cultural dogma. By embedding these themes in gameplay, The Binding of Isaac becomes a site of theological inquiry as much as entertainment.
Emotional Engagement Through Gameplay
The game’s grotesque yet captivating world draws players into an emotionally charged experience. The interplay of fear, curiosity, and vulnerability mirrors Isaac’s emotional landscape. As Qin, Rau, and Salvendy (2009) highlight, interactive narratives enable players to emotionally inhabit stories rather than passively consume them. The Binding of Isaac leverages this interactivity to evoke empathy, transforming the gaming experience into a deeply personal journey through trauma and resilience.
Animation as a Narrative Tool
Visually, the game adopts a cartoonish, exaggerated art style that starkly contrasts its mature and unsettling themes. This juxtaposition enhances the surreal quality of Isaac’s world, allowing dark realities to be explored through metaphor rather than realism. Animation thus becomes a narrative device, articulating complex emotional states and societal critiques. By fusing visual design with storytelling, the game exemplifies how animation can elevate narrative depth and contribute to the growing recognition of games as serious artistic media.
Conclusion
The Binding of Isaac transcends traditional gaming conventions by weaving together nonlinear storytelling, symbolic gameplay, and evocative animation to craft a narrative experience that is both intellectually stimulating and emotionally resonant. Its exploration of religious themes, trauma, and identity demonstrates the medium’s potential for profound artistic expression. As a concept artist, I am inspired by the game’s fusion of symbolism and interactivity. My background in animation and visual storytelling drives me to create similarly layered experiences—games that do not merely entertain but challenge, provoke, and move the player.
References
de Wildt, L. and Aupers, S. (2019) ‘Pop theology: forum discussions on religion in videogames’, Information, Communication & Society, 23(10), pp. 1444–1462. doi: 10.1080/1369118X.2019.1577476.
Qin, H., Rau, P.-L. and Salvendy, G. (2009) ‘Measuring player immersion in the computer game narrative’, International Journal of Human–Computer Interaction, 25(2), pp. 107–133. doi: 10.1080/10447310802546732.
Ars Technica (2012) ‘Nintendo blocks 3DS Binding of Isaac for "questionable religious content"’. Available at: https://arstechnica.com/gaming/2012/02/nintendo-blocks-3ds-binding-of-isaac-for-questionable-religious-content/ [Accessed 4 February, 2025].
McMillen, E. and Himsl, F. (2012) ‘Postmortem: McMillen and Himsl’s The Binding of Isaac’. Available at: https://web.archive.org/web/20170515230543/http://www.gamasutra.com/view/feature/182380/postmortem_mcmillen_and_himsls_.php?page=2 [Accessed 4 February, 2025].
Nguyet (2016) ‘The Binding of Isaac: Rebirth’. Available at: https://nguyetswriting.wordpress.com/2016/04/14/the-binding-of-isaac-rebirth/ [Accessed 4 February, 2025].
Study.com (2023) ‘Akedah: Overview & Significance’. Available at: https://study.com/academy/lesson/akedah-overview-significance.html [Accessed 4 February, 2025].
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READER 3
Title:Playing with gender: Women in Assassin’s Creed Odyssey
The article examines how Kassandra is portrayed as a powerful and independent warrior, capable of fulfilling roles traditionally reserved for men in ancient Greek society. While this representation aligns with contemporary values of gender equality, it tends to overlook the deeply patriarchal structures that historically constrained women's roles. By positioning Kassandra as an exceptional figure rather than reflecting the broader realities of women’s experiences in ancient Greece, the game introduces a dissonance between its historical setting and its modern gender ideals. Although empowering, this approach misses the opportunity to engage with the nuanced complexities of gender in a historical context.
The article also interrogates the role of player choice in shaping gender representation. Although the option to play as Kassandra reflects a progressive shift toward inclusivity, the game does little to address the systemic gender constraints embedded in its ancient Greek context. The authors suggest that Assassin’s Creed Odyssey privileges contemporary notions of player agency and empowerment at the expense of historical authenticity. Consequently, its treatment of gender risks becoming a superficial reimagining rather than a critically engaged depiction of the past.
This analysis prompts important reflections on how video games can more thoughtfully represent gender. Rather than simply projecting modern values onto historical settings, developers have the opportunity to explore the complex interplay between gender, power, and context. By incorporating a broader range of identities and narratives—grounded in both historical reality and intersectional awareness—games can become platforms for deeper empathy and critical engagement. These insights will inform my own design practice, as I aim to create socially conscious game worlds that embrace nuance, inclusivity, and historical complexity.
Reference
Eklund, L., Foka, A., and Vekselius, J. (2024). ‘Playing with gender: Women in Assassin’s Creed Odyssey’, Game Studies, 24(2), pp. 1–14. Available at: https://gamestudies.org/2402/articles/eklund_foka_vekselius [Accessed 4 February, 2025].
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READER 4
Title:Computer games in art history: Traditional architecture and painting presented in virtual reality
Source: ResearchGate
The article by Noskova, Ivanov, and Nazarov (2019) highlights the dual role of video games as both entertainment media and educational platforms. By integrating historically accurate elements into gameplay, titles such as Assassin’s Creed enable players to explore and interact with carefully reconstructed environments—from ancient urban landscapes to Renaissance art and architecture. This form of immersive engagement fosters an appreciation for art history and cultural heritage, transforming passive observation into active learning. For instance, the digital recreation of Florence in Assassin’s Creed II not only captivates players visually but also offers a compelling introduction to Renaissance architecture and urban planning.
A central contribution of the article lies in its discussion of how game developers navigate the tension between creative freedom and historical fidelity. While some artistic liberties are necessary to enhance interactivity and narrative flow, the authors underscore that these liberties are grounded in extensive historical research. Developers must access accurate reference materials efficiently, ensuring that the virtual worlds they create are both believable and culturally respectful. This meticulous process strengthens the narrative while honoring the integrity of historical content.
The article also addresses the growing role of virtual reality (VR) in the digital presentation of traditional art and architecture. VR technologies allow users to experience historical spaces with an unprecedented sense of presence, offering a level of engagement that surpasses traditional forms of media. This innovation has profound implications for art history education, as it facilitates more intuitive and emotionally resonant understandings of complex historical subjects. Through VR-enhanced interaction, learners can not only visualize but inhabit cultural and artistic spaces of the past.
Overall, this article affirms the educational value of historically inspired games and VR experiences. It also offers important insights into the responsibilities and opportunities faced by developers and educators when using digital tools to represent the past. As a concept artist interested in cultural storytelling, I find this intersection between technology, historical fidelity, and visual design particularly relevant to my own practice.
Reference
Noskova, M., Ivanov, M. and Nazarov, S. (2019) ‘Computer games in art history: Traditional architecture and painting presented in virtual reality’, ResearchGate. Available at: https://www.researchgate.net/publication/338347361_Computer_Games_in_Art_History_Traditional_architecture_and_painting_presented_in_virtual_reality [Accessed 4 February, 2025].
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Academic Blog 3
Transformations in Female Representation and Gender Inclusivity in Video Games
In recent years, the video game industry has undergone significant changes in the portrayal of female characters and the promotion of gender inclusivity. Sergey Snegiev’s (2024) analysis highlights the shift from the hypersexualized depiction of women to a growing emphasis on realistic and respectful representations. Building on Snegiev’s insights, this blog further explores broader cultural changes in gaming, the inclusion of LGBTQ+ themes, and future possibilities for gender representation.
From Sexualization to Realism: The Evolution of Female Characters
Historically, female characters in video games were often presented in highly sexualized ways—with exaggerated features and limited narrative roles. These portrayals reinforced traditional gender stereotypes and marginalized women both on-screen and within the gaming community. However, as Snegiev (2024) points out, the industry is now shifting toward more balanced and respectful character designs.
Games like The Last of Us Part II and Horizon Zero Dawn exemplify this shift, featuring strong, complex female protagonists who drive the narrative forward. Ellie and Aloy are depicted as multifaceted characters with emotional depth and agency. Their designs prioritize realism over objectification, reflecting a broader cultural trend toward gender equality in media. As Shaw (2019) argues, the inclusion of well-rounded female characters not only challenges traditional norms but also empowers players by offering relatable and inspiring role models.
Gender Inclusivity and LGBTQ+ Representation
Beyond improving female representation, the gaming industry has also made progress in promoting gender inclusivity and incorporating LGBTQ+ themes. Games like Life is Strange and Tell Me Why explore LGBTQ+ identities and relationships with sensitivity and authenticity, providing players with narratives that reflect diverse lived experiences. These games challenge heteronormative assumptions and create meaningful spaces for LGBTQ+ players to see themselves represented.
The inclusion of transgender characters, such as Lev in The Last of Us Part II, represents a significant step forward. Lev’s storyline addresses themes of identity, acceptance, and resilience, offering a nuanced portrayal of transgender experiences. As Nakamura (2019) notes, such representations are vital for fostering empathy and understanding, as well as for challenging societal prejudice.
Challenges and Opportunities Ahead
Despite notable progress, the gaming industry still faces challenges in fully embracing gender diversity. In many genres, such as fighting and role-playing games, traditional gender norms and stereotypes persist. Female characters are often relegated to secondary roles or overly sexualized representations. Moreover, there remains a lack of visibility for non-binary and gender-fluid characters, highlighting the need for further development.
To address these issues, game developers must prioritize inclusivity in both character design and narrative structure. This includes engaging with diverse communities, building inclusive development teams, and creating stories that reflect a wide range of human experiences. As Murray (2017) suggests, video games have the potential to serve as powerful tools for social change, enabling players to explore and empathize with perspectives different from their own.
The Future of Gender Representation in Gaming
As the gaming industry continues to evolve, there is tremendous potential to break down stereotypes and create more inclusive, multifaceted representations of gender and identity. Future games can better reflect the diversity of human experience and foster a sense of belonging for all players. By embracing inclusivity, the industry not only enhances creative expression but also contributes to broader cultural movements toward equity and acceptance.
Conclusion
The transformation of female representation and gender inclusivity in video games reflects a broader cultural shift toward diversity and equality. From the evolution of female characters to the inclusion of LGBTQ+ themes, the industry has made meaningful progress in challenging outdated norms and fostering more inclusive storytelling. Yet, more work remains to dismantle persistent stereotypes and expand representation for non-binary and gender-fluid individuals. As the medium grows, video games have the potential to become a powerful force for social good—cultivating empathy, challenging bias, and advancing inclusive narratives that reflect the complexity of human identity.
References
Murray, J.H. (2017) Hamlet on the holodeck: The future of narrative in cyberspace. Updated edn. New York: MIT Press[Accessed 24 November, 2024]. Nakamura, I. (2019) ‘Redefining masculinity in Japanese media: A semiotic analysis of fatherhood in contemporary film’, Asian Journal of Communication, 29(5), pp. 412–428[Accessed 24 November, 2024]. Shaw, A. (2019) Gaming at the edge: Sexuality and gender at the margins of gamer culture. Minneapolis: University of Minnesota Press[Accessed 24 November, 2024]. Snegiev, S. (2024) ‘Virtual equality: Changing women’s representation in video games’, Hackernoon.com. Available at: https://hackernoon.com/virtual-equality-changing-womens-representation-in-video-games [Accessed 24 November, 2024].
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Academic Blog 4
Balancing Sexiness and Strength: The Evolution of Female Characters in Video Games
The portrayal of female characters in video games has evolved significantly over the years. As noted in a recent analysis, the number of female characters in games has increased markedly, with many portrayed as both sexualised and capable (Zhang, 2024). While advances in hyperrealistic graphics have contributed to this diversification, there is a growing consensus that character design should prioritise narrative depth and emotional complexity over superficial traits.
To promote greater gender equality in gaming, developers must move beyond one-dimensional representations and instead create female characters that embody a broad spectrum of personalities and strengths. Such an approach can foster more positive gender attitudes and support healthier self-concepts among players.
Rather than focusing solely on gender correctness or visual appeal, game designers should aim to craft emotionally resonant characters. This fosters stronger player-character connections and enriches the overall gaming experience. Characters like Yennefer from The Witcher 3 and Lara Croft from Tomb Raider exemplify this balance. Both are compelling figures whose strength and complexity transcend their physical appearances, playing pivotal roles within their respective narratives.
Zhang (2024) stresses the importance of moving beyond the stereotypical "sexy warrior" archetype, which often reduces female characters to objects of visual attraction. Instead, the industry should aim to develop diverse, multidimensional female characters that reflect a variety of experiences, strengths, and identities. This shift would not only challenge entrenched gender stereotypes but also encourage more inclusive and equitable perceptions of gender roles among players.
In conclusion, prioritising character depth and storytelling over superficial design is essential for creating more meaningful and inclusive representations of women in video games. By developing characters who are both compelling and relatable, the gaming industry can help foster a culture of respect, representation, and inclusivity—ultimately enriching the medium for all players.
References
Zhang, M. (2024) ‘A content analysis of female characters in video games: Sexy but powerful’, Advances in Psychology, 14(1), pp. 395–403. Available at: https://doi.org/10.12677/ap.2024.141055 (Accessed: 22 November 2024).
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Academic Blog 5
The Evolving Role of Female Artists: Recognition, Innovation, and Institutional Shifts
The recognition of female artists has grown significantly, as their works increasingly challenge and redefine societal understandings of gender, identity, empowerment, and artistic expression (Tate, no date). As societal values evolve and aesthetic paradigms shift, female artists have steadily gained prominence in the modern art world. Through continuous innovation and creativity, they have introduced diverse artistic styles and explored profound themes, thereby enriching the global art landscape.
Despite these advancements, cultural institutions—such as museums, galleries, and art academies—continue to play a crucial role in either perpetuating or dismantling gender biases. Historically, male artists have dominated museum collections and art auctions, often overshadowing the contributions of their female counterparts. However, recent initiatives suggest a positive movement toward greater inclusivity. For example, Tate’s Women and Art project and the Guggenheim’s 2018 exhibition Hilma af Klint: Paintings for the Future exemplify efforts to acknowledge the historical and contemporary significance of female artists. These initiatives not only celebrate the achievements of women but also challenge traditional narratives that have marginalized them.
This growing recognition underscores the transformative impact that female artists have had on modern and contemporary art. By overcoming historical barriers, pioneering innovative practices, and driving institutional change, women have reshaped artistic narratives and helped foster a more diverse and inclusive art world. Nevertheless, systemic disparities persist, highlighting the need for ongoing efforts to ensure equitable representation across art institutions and markets.
In conclusion, while the contributions of female artists are increasingly acknowledged, the art world must continue to confront and correct persistent inequities. By amplifying their voices and supporting institutional reforms, the global art community can evolve into a space that truly reflects the diversity of human creativity.
Reference
Tate (n.d.) Women and Art. Available at: https://www.tate.org.uk/art/women-art-tate [Accessed November 3, 2024].
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Academic Blog 6
Female Artists as Pioneers of Modern and Body Art: Innovation, Expression, and Cultural Transformation
Female artists have played a pivotal role in shaping both modern and body art, pushing the boundaries of expression and challenging entrenched societal norms. As Kindman & Co (2023) note, women have consistently been at the forefront of innovation in these artistic fields. Although the female figure has long been a central subject in body art, female artists have redefined its representation by introducing diverse perspectives, techniques, and conceptual frameworks. Their work not only highlights the complexity and beauty of the female form but also drives the continued evolution of body art as a powerful medium.
By blending abstraction with natural forms and employing close focus and unconventional viewpoints, female artists create works that compel viewers to confront overlooked aspects of human experience. These pieces evoke what has been described as a “shock that it takes time to look,” encouraging deep reflection and emotional engagement. For example, Carolee Schneemann’s groundbreaking performances reframed the female body as an active, expressive force rather than a passive object. Similarly, contemporary artist Orlan has used her own body as both subject and medium—undergoing a series of plastic surgeries as performance art—to critique beauty standards and the commodification of femininity.
Such innovations have not only broadened the conceptual and technical scope of body art but also enabled female artists to reclaim agency and assert their own narratives. Their contributions have transformed the perception of the female body in art, shifting it from an object of objectification to a medium for empowerment, resistance, and critique.
This ongoing redefinition underscores the profound impact of female artists on both modern and body art. Through bold experimentation and deeply personal expression, they have catalyzed cultural and social change, challenging conventions and expanding artistic possibilities. As pioneers, their influence continues to shape the art world and inspire new generations of creators.
Looking forward, the role of female artists is poised to grow even more prominent. By persistently pushing boundaries and offering thought-provoking perspectives, they will remain central to the cultural and artistic transformations of the future.
Reference
Kindman & Co (2023) On women creators: Exploring the impact & influence of women in the arts. Available at: https://www.kindman.co/blog/impact-influence-of-women-in-the-arts [Accessed November 21, 2024].
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Academic Blog 7
Gender Representation in Gaming and Art: Market Forces, Cultural Norms, and the Struggle for Inclusivity
Between 2012 and 2014, issues of sexism and diversity in digital gaming culture surged into public discourse, particularly during the Gamergate controversy. This period marked a turning point, as debates around gender representation intensified. Feminist advocates called for more inclusive content—featuring diverse characters and nuanced narratives—while critics argued that such changes were overly political or compromised the "essence" of gaming (Chambers, 2012; deWinter and Kocurek, 2012). Although game companies increasingly emphasized diversity in their marketing, these efforts were often critiqued as performative rather than substantive. The controversy highlighted a broader tension within the industry: whether gaming should evolve to embrace socially inclusive values or maintain its status quo.
Gamergate also exposed the systemic marginalization of female voices in gaming culture. Women developers, critics, and players faced coordinated harassment, revealing the industry's enduring struggles with inclusivity. Despite promotional efforts suggesting change, the industry remained predominantly male-dominated, both in its workforce and leadership. Representation, as many critics noted, is not just about increasing the number of female characters but about how they are written, presented, and integrated into narratives.
This pattern finds a parallel in the art world, where market dynamics and audience expectations significantly influence creative production. The commercial popularity of female figures has led many artists to focus on body-themed art that centers women—but often through a lens tailored to market appeal. Such depictions frequently reproduce the male gaze, reducing female subjects to aesthetic objects rather than autonomous individuals. As in gaming, surface-level inclusion does not necessarily translate into authentic representation.
Gender bias in gaming and art is not an isolated phenomenon, but rather a product of entrenched market structures, capitalist imperatives, and cultural norms. Calls to keep games “apolitical” or “pure” ignore the reality that all cultural products are inherently shaped by societal values. In many cases, diversity has been commodified—used as a branding strategy rather than as a genuine commitment to equity.
The growing demand for female representation in both gaming and art is often driven by cultural aesthetics and consumer trends, which can inadvertently reinforce traditional gender norms. To achieve true inclusivity, both industries must look beyond cosmetic changes and confront the systemic biases that underpin their practices. This includes not only diversifying characters and subject matter, but also ensuring equitable participation in the creation and decision-making processes.
Ultimately, the push for inclusion in gaming and art reflects broader social struggles around gender, power, and representation. Addressing these challenges offers both industries the opportunity to become more inclusive spaces that not only reflect, but actively contribute to, a more equitable cultural landscape.
Reference
Chambers, B. (2012) ‘The all-too-familiar harassment against Feminist Frequency, and what the gaming community can do about it’, The Mary Sue. Available at: http://www.themarysue.com/the-all-too-familiar-harassment-against-feminist-frequency-and-what-the-gaming-community-can-do-about-it/ [Accessed 26 November 2024]. deWinter, J. and Kocurek, C. (2012) Gaming and the politics of gender. Available at: [insert URL if available] [Accessed 26 November 2024].
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Academic Blog 8
Reframing the Gaze: The Female Nude in the History and Future of Art
The depiction of the female nude has been a cornerstone of artistic tradition for centuries, serving as a powerful lens through which beauty, sexuality, and social values are explored. Yet, it has also sparked enduring debates around obscenity, objectification, and gender representation. In her influential study The Female Nude: Art, Obscenity, and Sexuality, Mead (2020) examines the complex relationship between art, morality, and cultural attitudes toward the female body. This discussion traces the historical evolution of the female nude, its contemporary significance, and the ongoing tensions it evokes.
Historically, the female nude symbolized idealism and aesthetic perfection, particularly in Western art during the Classical and Renaissance eras. Artists such as Botticelli, Titian, and Rubens celebrated the female form as an emblem of fertility, divine beauty, and mythological reverence. However, as Mead (2020) argues, these depictions often reflected patriarchal ideologies, framing women as passive muses or allegorical symbols rather than autonomous individuals. The female body was frequently constructed through the lens of male desire, reinforcing its role as an object of visual consumption.
As artistic conventions evolved, so too did societal responses to the female nude. In the 19th and early 20th centuries, works like Édouard Manet’s Olympia and Gustave Courbet’s The Origin of the World provoked controversy for their unidealized portrayals of female sexuality. These pieces challenged conventional notions of propriety and beauty, sparking debates over the boundaries between art and obscenity. Mead (2020) contends that such controversies often reflected broader discomfort with women’s agency and the subversion of traditional gender roles.
In contemporary art, the female nude remains a site of both critique and reinvention. Artists such as Jenny Saville and Cindy Sherman have subverted traditional representations by focusing on raw, unfiltered expressions of the female body. These works confront societal pressures surrounding beauty, aging, and identity, transforming the nude from an objectified ideal into a subject of empowerment. Rather than conforming to the male gaze, these portrayals disrupt it—asserting women's control over their own image and narrative.
Today, the female nude continues to evolve as a medium for exploring gender, power, and identity. Contemporary artists are increasingly using the body to address themes such as body autonomy, sexual violence, racial identity, and reproductive rights. Performance artist Marina Abramović, for example, employs her own body to evoke vulnerability, resilience, and endurance, while South African photographer Zanele Muholi celebrates Black queer identities through intimate and dignified portraiture. These works collectively reframe the female nude as a site of resistance and self-expression.
Mead (2020) emphasizes that the female nude is not a fixed artistic motif but a dynamic cultural symbol, continually reshaped by shifting social values. As contemporary artists reclaim the female form, they challenge entrenched narratives and invite audiences to engage with the body in more nuanced and inclusive ways.
In conclusion, the female nude remains one of the most compelling and contested themes in the history of art. Its transition from an object of idealization to a medium for critique and empowerment reflects broader shifts in how society understands gender, sexuality, and artistic agency. By embracing diverse perspectives and reasserting control over representation, today’s artists ensure that the female nude continues to provoke thought, inspire dialogue, and challenge convention.
Reference
Mead, L.S. (2020) The female nude: Art, obscenity, and sexuality. Available at: https://books.google.com/books/about/The_Female_Nude.html?id=0PoNAAAAQAAJ&hl=en [Accessed 24 October, 2024].
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Academic Blog 9
Silent Voices, Visible Resistance: The Struggles and Impact of Female Artists in a Male-Dominated Art History
Female artists have long played a crucial yet underacknowledged role in the development of global art. While iconic names like Geshi Beizhai, Monet, and Rodin are widely recognized, lesser-known yet equally influential figures such as Pipeline Ascension, Geshi Yingwei, Berthe Morisot, and Camille Claudel often remain absent from mainstream art history. Throughout centuries, women have served as recurring subjects in artistic works—from ancient Greek sculptures to Renaissance paintings—yet their roles as creators have been marginalized and systematically overlooked.
In her analysis, Goodpasture (2022) points out how women's artwork, despite being impactful and quickly gaining attention due to its immediacy, was often dismissed as domestic, delicate, or sentimental. These labels reinforced reductive stereotypes and denied female artists recognition for their technical skill and conceptual innovation. In contrast, male artists were celebrated for intellectual rigor and artistic vision, perpetuating a historical narrative that excluded women from the canon of "great art."
Art historian Linda Nochlin (1971) famously asserted that the quality and development of artistic creation are deeply embedded in social structures. She argued that women’s underrepresentation in art is not due to a lack of talent, but to systemic barriers within the educational, institutional, and cultural frameworks of their times. Women were excluded from formal training in essential techniques such as anatomy and life drawing, restricting them to genres like still life or portraiture—areas deemed less significant by male-dominated institutions.
Despite these constraints, many women subverted norms through their art. Their work often served as a subtle yet powerful form of social commentary, expressing resistance to gender inequality in ways that transcended class boundaries. Art became a medium through which women could voice their realities, even when societal structures silenced them. As Goodpasture (2022) notes, because art circulated across social strata more freely than written or spoken words, it allowed for a wider and more nuanced understanding of women’s experiences.
Throughout history, institutional gatekeeping has led to the misattribution, neglect, or categorization of women's art as "decorative" rather than "fine art." Artists like Artemisia Gentileschi and Judith Leyster were overshadowed by male contemporaries such as Caravaggio and Frans Hals, with their contributions only gaining proper recognition posthumously. Even when women achieved visibility, their work was often interpreted through the male gaze, diminishing its critical impact.
Parker and Pollock (2020) emphasize that as women artists began to reject the dominant avant-garde discourse, they developed unique artistic styles rooted in aesthetics historically deemed marginal. This deliberate shift reflected their pursuit of autonomy, identity, and artistic legitimacy. For example, while European art hierarchically ranked landscape painting as inferior, female artists in Japan and China challenged this notion. One such figure, Geshi Yingwei—the daughter of Geshi Beizhai—expanded upon her father’s ukiyo-e techniques, infusing them with her own expressive vision. Her work, such as Night Cherry Beauty, not only gained acclaim but continues to inspire reinterpretation across cultures.
Ultimately, the story of women in art is one of persistence, innovation, and quiet resistance. Their creations—once dismissed or forgotten—are now being re-evaluated as vital components of art history. Yet, the systemic inequalities that shaped their marginalization persist today, underscoring the need for continued critical engagement with whose voices are remembered, and whose are still being erased.
References
Goodpasture, E (2022). Galleries continue to erase women artists in their blockbuster exhibitions. [pdf] Available at: UH Online Library< https://theconversation.com/ galleries-continue-to-erase-womenartists-in-their-blockbuster-exhibitions-184988>. [Accessed: December 6, 2024]
Nochlin, L., 1971. Why Have There Been No Great Women Artists? ArtNews.[Accessed: December 30, 2024]
Parker, R and Pollock, G., 2020. Old Mistresses: Women, Art and Ideology. [e-book] Hoboken: Bloomsbury Publishing Plc. pp.3-8. Available thorough: UH Online Library <http://ebookcentral.proquest.com/lib/herts/detail.action?docID=6355464.>[Accessed: December 30, 2024]
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Academic Blog
Hidden in Plain Sight: The Marginalization and Resistance of Women Artists in Art History
Artists such as the ukiyo-e master Geshi Beizhai—famed for Kanagawa Surfing Sato—Claude Monet, the leader of Impressionism, and Auguste Rodin, the celebrated sculptor, are household names in the history of art. Yet how many people have heard of Pipeline Ascension, Geshi Yingwei, Berthe Morisot, or Camille Claudel? These female artists made significant contributions to art, but their names remain largely absent from mainstream narratives.
Throughout history, from Ancient Greek sculptures to Renaissance paintings, the female form has been a recurring and prominent subject of artistic expression. However, while women's bodies have been continuously depicted and idealized in art, the voices and contributions of women as creators have been systematically overlooked and marginalized. Female artists often relied on the impact and immediacy of their work to gain visibility in a system that excluded them. As Goodpasture (2022) points out, the ability of artworks to rapidly attract attention sometimes allowed women to bypass traditional barriers and influence artistic discourse despite institutional neglect.
Nevertheless, women’s artistic practices were frequently confined within narrow stereotypes. Their work was commonly labeled as domestic, delicate, or sentimental—terms that diminished their technical skill and intellectual contributions. In contrast, male artists were praised for their innovation and analytical depth, reinforcing a gendered hierarchy that excluded women from the canon of "great" art. Although many female artists actively challenged these limitations through their work, they often encountered systemic resistance from art institutions, critics, and patrons. As a result, many remained unrecognized during their lifetimes and were only rediscovered posthumously. Even when their work received acclaim, it was often interpreted through a male-dominated lens, which diluted or misrepresented their original intentions and limited their potential to challenge structural inequalities.
Art historian Linda Nochlin (1971) famously argued that "the entire situation of artistic creation, including the development of the creator and the quality of the artwork, takes place within a certain social environment." Therefore, she insisted, the marginalization of women artists must be examined in terms of broader social structures, rather than individual shortcomings. While historical societies often harbored prejudices against women, Nochlin observed that such biases were less commonly directed at artworks themselves. As such, women sought alternative strategies—embedding subversive messages within their art—to assert their presence and challenge gender norms.
In doing so, these artists laid the groundwork for expanding artistic diversity and rethinking what constitutes value in art. Their resistance was not always loud, but it was profoundly influential.
Reference
Nochlin, L.(1971). Why Have There Been No Great Women Artists. ART news [e-journal] 69 (2). Available at: <https://www.artnews.com/art-news/retrospective/why-have-there-been-no-great-women-artists-4201/>. [Accessed : December 30, 2024]
Nochlin, L.(1971). Why Have There Been No Great Women Artists. ART news [e-journal] 69 (2). Available at: <https://www.artnews.com/art-news/retrospective/why-have-there-been-no-great-women-artists-4201/>. [Accessed : December 30, 2024]
Goodpasture, E. (2022). Galleries continue to erase women artists in their blockbuster exhibitions. [pdf] Available at: UH Online Library< https://theconversation.com/ galleries-continue-to-erase-womenartists-in-their-blockbuster-exhibitions-184988>. [Accessed: November 6, 2024]
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Academic Blog 10
Narrative and Gameplay in What Remains of Edith Finch
What Remains of Edith Finch (Giant Sparrow, 2017) is a narrative-driven game that unfolds as a series of fragmented vignettes, each presenting the final moments of a different family member. These self-contained stories not only shift in gameplay mechanics and visual aesthetics but also challenge conventional notions of interactive storytelling. At the heart of the game lies a central question: can video games serve as effective narrative media, or does their interactive nature inherently conflict with traditional narrative structures?
Jesper Juul’s seminal essay Games Telling Stories? (2001) and Vladimir Propp’s structuralist theory of folktale morphology (1968) provide two useful theoretical lenses for evaluating the narrative approach of Edith Finch. Juul asserts that while games can indeed tell stories, they diverge significantly from traditional narrative forms like novels or films. Games are inherently interactive and non-linear, offering players agency and influence over the progression of events. In contrast, What Remains of Edith Finch minimizes player agency, focusing instead on highly curated, pre-determined interactions—such as jumping between trees as a cat or slicing fish on an assembly line. These interactions serve not to alter the narrative but to deepen the player’s emotional immersion.
From Propp’s perspective, most traditional stories follow a recognizable structure: a protagonist embarks on a quest, faces challenges, and ultimately achieves resolution. This format underpins many RPGs and adventure games, where players take on the role of a hero overcoming adversity. Edith Finch, however, subverts nearly every element of this archetype. The player does not embody a traditional hero; instead, they assume the role of Edith, a passive observer exploring her family's cursed history. Each vignette ends in unavoidable death, removing any sense of victory or resolution. The game’s fragmented, non-linear structure further distances it from the classic narrative arc.
Rather than a story of triumph, Edith Finch presents a meditation on mortality and inevitability. The game’s fixed outcomes underscore a sense of fatalism, emphasizing themes of loss and memory over accomplishment or transformation. Propp’s narrative functions—such as “absentation,”“struggle,”and “return”—are notably absent or reinterpreted in ways that defy conventional storytelling.
By integrating Juul’s ludological critique with Propp’s formalist model, it becomes clear that What Remains of Edith Finch occupies a unique position in the landscape of video game storytelling. It resists both the open-ended interactivity expected in games and the linear causality of classical narrative. Instead, it offers an emotional, atmospheric experience where interaction is limited not to empower choice, but to reinforce thematic resonance.
This hybrid model suggests that games need not replicate traditional narrative forms to convey compelling stories. Rather, they can forge new narrative paradigms—ones that prioritize immersion, affect, and thematic coherence over player agency or structural conformity.
References
Giant Sparrow, 2017. What Remains of Edith Finch [Game]. Annapurna Interactive.[Accessed 4 February 2025].
Juul, J., 2001. Games telling stories?Game Studies: The International Journal of Computer Game Research, 1(1). Available at: http://www.gamestudies.org/0101/juul-gts/ [Accessed 4 February 2025].
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