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Visibility Without Agency

How Gaming Audiences Read Intersectional Characters in Assassin's Creed

Bibliographic Data

ID18083036
AuthorsCátia Ferreira (0000-0003-3629-981X, Universidade Católica Portuguesa), Carla Ganito (0000-0002-3321-2320, Universidade Católica Portuguesa)
Year2026
Volume26
Issue48
Pagese4805
Publication date2026-05-08
Open AccessYes
TypeARTICLE
VenueMedia & Jornalismo (JOURNAL)
Journal identifiersISSN: 1645-5681 • E-ISSN: 2183-5462
PublisherCoimbra University Press (PUBLISHER • PT)
DOI10.14195/2183-5462_48_5
OpenAlexW7160649585
LanguageEN

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 citedNo

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