Being the Other: Representation and normalization of queerness in video games
DOI:
https://doi.org/10.14195/2182-8830_12-1_5Palavras-chave:
identidade, queer, representação, sócio-semiótica, jogos de computadorResumo
Juntando vários discursos críticos, nomeadamente o jogo crítico (Flanagan, 2009), as teorias feministas e queer dos videojogos (Ruberg e Shaw, 2017), o nosso projeto está interessado no potencial das obras literárias digitais (por exemplo, romances visuais, videojogos) na sensibilização para questões sociais, como a equidade, a inclusão e a diversidade. Analisando as obras literárias digitais como objetos-texto, podemos questioná-las e aos discursos que transmitem através da sua retórica processual (Bogost 2008). Com o crescente interesse na indústria dos jogos orientados para a empatia e a sua mobilização de questões sociais, especialmente as relacionadas com o queerness, decidimos explorar estas experiências concebidas e as formas como podem provocar (ou não) a consciencialização dos jogadores. Neste artigo, analisamos, através de uma abordagem sociossemiótica, dois jogos de vídeo, retirados de um corpus de jogos de vídeo queer mais vasto, que lidam de forma diferente com questões sociais como a representação e a normalização da queerness, para compreender melhor o seu potencial como obras literárias.
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