This analysis shows how neo-Victorian games like Sherlock Holmes reimagine oppression, implying playful resistance through queer play.
Video games that depict historical facets of marginalisation in the Victorian Age provide spaces to engage with the dynamics of oppression, motivate players to use existing rules creatively, and to innovate new ways of resistance against both the rules of the game and the oppression they illustrate. Highlighting the overlap of literal and structural queernessin case studies of two neo-Victorian games, Sherlock Holmes: Chapter One (2021) and Max Gentlemen Sexy Business! (2020), this article traces how games that reimagine the Victorian era encourage players to engage critically with historical social structures through playful attitudes and what Bo Ruberg calls ‘queer play’.
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Beyvers et al. (2025) studied this question.
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