Visibility Without Agency
How Gaming Audiences Read Intersectional Characters in Assassin's Creed
Bibliographic Data
| ID | 18083036 |
|---|---|
| Authors | Cátia Ferreira (0000-0003-3629-981X, Universidade Católica Portuguesa), Carla Ganito (0000-0002-3321-2320, Universidade Católica Portuguesa) |
| Year | 2026 |
| Volume | 26 |
| Issue | 48 |
| Pages | e4805 |
| Publication date | 2026-05-08 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Media & Jornalismo (JOURNAL) |
| Journal identifiers | ISSN: 1645-5681 • E-ISSN: 2183-5462 |
| Publisher | Coimbra University Press (PUBLISHER • PT) |
| DOI | 10.14195/2183-5462_48_5 |
| OpenAlex | W7160649585 |
| Language | EN |
Digital games, which have billions of players worldwide, are among the most popular cultural activities of the twenty-first century, impacting how people perceive the past and create their identities. They frequently integrate historical elements as cultural environments, but they frequently contribute to the consolidation of westernized worldviews. Focusing on Assassin’s Creed III, Origins, and Liberation, this article looks into how racial minorities are represented in the Assassin’s Creed series. Using an intersectional qualitative approach, integrating semiotic and narrative analysis of the games with thematic analysis of user comments on Reddit and YouTube. It examines the ways in which gamers from various cultural backgrounds embrace, challenge, or reframe racialized representations. By analyzing the symbolic negotiations between creators and audiences, the article expands the critical understanding of how digital games reflect and reshape cultural memory, identity, and power
Cognitive reframing · Creed · Ethnography · Narrative · Negotiation · Semiotics · Thematic analysis · Digital Games and Media · Gothic Literature and Media Analysis · Media Influence and Health
| Highly cited | No |
|---|