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September 10, 2025Matlit Revista do Programa de Doutoramento em Materialidades da LiteraturaOpen Access

Being the Other in Electronic Narratives: Representation and normalization of queerness in video games

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Authors

AVAmélie VallièresUniversité du Québec à MontréalPDP DumoulinUniversité du Québec à MontréalLELescouet EmmanuelleUniversité du Québec à Trois-Rivières

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Implication

Analysis reveals video games shape representation and normalization of queerness, highlighting social issues.

Key Points

  • Queerness is represented and normalized in video games, influencing player awareness of social issues.
  • The analysis investigates two video games from a queer video game corpus with a focus on representation.
  • Utilizing a socio-semiotic approach, the study questions the procedural rhetoric within digital literary works.
  • Findings suggest empathy-driven games may provoke awareness about inclusivity and diversity through their narratives.

Cite This Study

Vallières et al. (2025) studied this question.

synapsesocial.com/papers/68c1a5eb54b1d3bfb60df5b1https://doi.org/10.14195/2182-8830_12-1_5
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Also Consider

Synapse has enriched one closely related paper. Consider it for comparative context:

  1. 1Cybertypes: Race, Ethnicity, and Identity on the Internet2002 · 857 citations