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postgraduate thesis: 'There's room for three' : a ludonarratological study of queer English-language visual novels
Title | 'There's room for three' : a ludonarratological study of queer English-language visual novels |
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Authors | |
Issue Date | 2020 |
Publisher | The University of Hong Kong (Pokfulam, Hong Kong) |
Citation | Santiago, R. E. T.. (2020). 'There's room for three' : a ludonarratological study of queer English-language visual novels. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. |
Abstract | Queer representation in games is typically limited to optional gameplay or stale narrative stereotypes.
Amid this backdrop, visual novels (VNs) — a genre of games known for emphasizing interactive,
branching stories— stand out for both how often they represent queer content, and variety and
authenticity of such representation. The prevalence of queer VNs is widely attributed to the platforms
by which they are produced, which allow queer creators to overcome financial and technical
constraints, as well as cultural norms maintained at the level of game engines and mechanics. Such
explanations, however, do not explain how many queer VNs, made with arguably mainstream
platforms, find acclaim among queer and mainstream audiences; nor what sort of mechanics or
structures these VNs employ to resist conventional ludonarrative norms. Considering queer Englishlanguage
VNs as products of a distinct movement in the genre’s history, this dissertation aims to
explore the ludonarrative strategies they use to represent queer identities and experiences beyond tropes
and stereotypes to which they are confined in mainstream games. Following Tison Pugh’s strategies of
queer ludonarratology, it examines different ways by which queer VNs disrupt the binary structures of
conventional ludonarratology, such as victory and loss, allegiance and opposition, and even binaries of
sex and gender. Through this analysis, queer VNs’ ludonarrative strategies emerge as a means of
providing means by which players can resist norms of gender, sexuality, embodiment and
ludonarrativity, in order to process and articulate their own identities and experiences.
|
Degree | Master of Arts |
Subject | Homosexuality in video games |
Dept/Program | Literary and Cultural Studies |
Persistent Identifier | http://hdl.handle.net/10722/291127 |
DC Field | Value | Language |
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dc.contributor.author | Santiago, Rodolfo Eduardo T | - |
dc.date.accessioned | 2020-11-04T13:09:15Z | - |
dc.date.available | 2020-11-04T13:09:15Z | - |
dc.date.issued | 2020 | - |
dc.identifier.citation | Santiago, R. E. T.. (2020). 'There's room for three' : a ludonarratological study of queer English-language visual novels. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. | - |
dc.identifier.uri | http://hdl.handle.net/10722/291127 | - |
dc.description.abstract | Queer representation in games is typically limited to optional gameplay or stale narrative stereotypes. Amid this backdrop, visual novels (VNs) — a genre of games known for emphasizing interactive, branching stories— stand out for both how often they represent queer content, and variety and authenticity of such representation. The prevalence of queer VNs is widely attributed to the platforms by which they are produced, which allow queer creators to overcome financial and technical constraints, as well as cultural norms maintained at the level of game engines and mechanics. Such explanations, however, do not explain how many queer VNs, made with arguably mainstream platforms, find acclaim among queer and mainstream audiences; nor what sort of mechanics or structures these VNs employ to resist conventional ludonarrative norms. Considering queer Englishlanguage VNs as products of a distinct movement in the genre’s history, this dissertation aims to explore the ludonarrative strategies they use to represent queer identities and experiences beyond tropes and stereotypes to which they are confined in mainstream games. Following Tison Pugh’s strategies of queer ludonarratology, it examines different ways by which queer VNs disrupt the binary structures of conventional ludonarratology, such as victory and loss, allegiance and opposition, and even binaries of sex and gender. Through this analysis, queer VNs’ ludonarrative strategies emerge as a means of providing means by which players can resist norms of gender, sexuality, embodiment and ludonarrativity, in order to process and articulate their own identities and experiences. | - |
dc.language | eng | - |
dc.publisher | The University of Hong Kong (Pokfulam, Hong Kong) | - |
dc.relation.ispartof | HKU Theses Online (HKUTO) | - |
dc.rights | The author retains all proprietary rights, (such as patent rights) and the right to use in future works. | - |
dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
dc.subject.lcsh | Homosexuality in video games | - |
dc.title | 'There's room for three' : a ludonarratological study of queer English-language visual novels | - |
dc.type | PG_Thesis | - |
dc.description.thesisname | Master of Arts | - |
dc.description.thesislevel | Master | - |
dc.description.thesisdiscipline | Literary and Cultural Studies | - |
dc.description.nature | published_or_final_version | - |
dc.date.hkucongregation | 2020 | - |
dc.identifier.mmsid | 991044288246003414 | - |