UNCANNY GAMING The Ravenhearst video games and gothic appropriation

被引:4
|
作者
Chess, Shira [1 ]
机构
[1] Univ Georgia, Grady Coll Journalism & Mass Commun, Mass Media Arts, Athens, GA 30602 USA
关键词
casual games; hidden object games; women and gaming; Ravenhearst; gothic romance;
D O I
10.1080/14680777.2014.930062
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
As video games are increasingly designed for and marketed to women players, new gaming styles, themes, and mechanics have become popularized. This analysis considers how the games in the Ravenhearst trilogy both reinforce and complicate expectations of women gamers through repurposing the gothic romance. While the series does not market itself exclusively to women, the narrative specifically places the player in the subject position that implies a heterosexual female. By tapping into gothic genre expectations the games help to marginalize the player within the larger scope of video games. The games play with gothic storytelling style, yet push against many traditional conventions of the genre, illustrating how digital spaces have begun to rewrite traditional narrative conventions, but still maintain their gendered affectations. Through gaming, the gothic romance premise is reproduced, but ultimately shifts the player from the role of an onlooker to the subject position of victimized protagonist.
引用
收藏
页码:382 / 396
页数:15
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