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Masculinity in Video Games

The Gendered Gameplay of Silent Hill

Dados Bibliográficos

ID11660404
AutoresEwan Kirkland (0000-0001-7036-2259, autor correspondente)
Ano2009
Volume24
Fascículo2
Páginas161-183
Data de publicação2009-07-08
Peer ReviewedSim
Open AccessNão
TipoARTICLE
PeriódicoCamera Obscura Feminism Culture and Media Studies (JOURNAL)
Identificadores do periódicoISSN: 0270-5346 • E-ISSN: 1529-1510
EditoraDuke University Press (PUBLISHER • US)
DOI10.1215/02705346-2009-006
OpenAlexW1890673468
IdiomaEN
Citações recebidas14

This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a manner that interrogates the dominant mode of masculine gameplay. The problematic nature of video-game interactivity and identity, the extent to which gameplay can exist independent of playable protagonists, and the gendering of video-game goals and objectives are considered. Despite conforming to certain masculine activities—fighting, collecting weaponry, exploring and dominating space—Silent Hill complicates such aspects through the game avatars' unremarkable abilities, limiting supplies, frantic combat styles, frustrating spatial progress, experiences of entrapment, and a pervading sense of helplessness, exemplified by the games' often deterministic linear structures. Overall, this article argues that the games encourage critical distance from the male game characters, the rescue missions they attempt and often fail, the monstrous images of femininity they imagine, and the voyeuristic practices in which they engage

Aesthetics · Art · Femininity · Masculinity · Media studies · Multimedia · Reality television · Sociology · Video game · Cinema and Media Studies · Computer Science · Digital Games and Media · Gender Studies · Gothic Literature and Media Analysis · Psychology · Social Psychology

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Obras citantes distintas14
Citações por ano0,93
Intervalo de citações2011 - 2026 (16)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 13
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