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    Citas

    Título
    Villains and Vixens: The Representation of Female Vampires in Videogames
    Autor(es)
    Borham Puyal, MiriamUSAL authority ORCID
    Escandell Montiel, DanielUSAL authority ORCID
    Palabras clave
    Vampiros
    Vampiresas
    Violencia de género
    Gender violence
    Vampire
    Female vampire
    Video games
    Videojuegos
    Fecha de publicación
    2020
    Resumen
    Vampires populate our culture and have become a recurrent presence in ction and the media. In all cases the inclusion of the vampire has given voice to “socio-culture issues faced in particular times and places; issues that may otherwise remain repressed” (Dillon and Lundberg 2017, 47). is socio-cultural subtext is complicated when the vampire is female, for she is now doubly othered by her gender. Her monstrosity is seen as twofold: as a vampire and as a transgressive woman. While many studies address female vampires in popular culture, their portrayal in videogames has been recurrently overlooked. Games potentially help shape gender attitudes in thousands of players; therefore, it is particularly relevant to examine the varied representations of these monstrous or othered female gures and to understand how they adhere to or challenge misogynistic readings of women and their bodies. In light of this, and interpreting videogames as a narrative medium, this article provides an analysis of signicant vampiric videogames and discusses the female vampire in relation to violence against women and postfeminist agendas, following a narrative rather than ludology approach.
    URI
    https://hdl.handle.net/10366/155987
    ISSN
    1989-6328
    DOI
    10.37668/oceanide.v12i.29
    Versión del editor
    https://doi.org/10.37668/oceanide.v12i.29
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    • IEMYR. Artículos [210]
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