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Título
Villains and Vixens: The Representation of Female Vampires in Videogames
Autor(es)
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 signicant vampiric videogames and discusses the female vampire in relation to violence against women and postfeminist agendas, following a narrative rather than ludology approach.
URI
ISSN
1989-6328
DOI
10.37668/oceanide.v12i.29
Versión del editor
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- IEMYR. Artículos [186]