Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Rebel Girls and Consequence in Life Is Strange and The Walking Dead

Bibliographic Data

ID2954375
AuthorsMahli-Ann Rakkomkaew Butt, Mahli-Ann Butt (0000-0002-3890-5935, The University of Sydney, corresponding author), Daniel Dunne (0000-0003-1511-9488, Swinburne University of Technology)
Year2019
Volume14
Issue4
Pages430-449
Publication date2019-06-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412017744695
OpenAlexW2794287150
LanguageEN
Citations received6
References cited28

The presence of women within videogames has progressed to a state where narratives about the empowerment of women are becoming popular; however, such games still invite a number of gendered stereotypes. Housed in the genre of adventure games, The Walking Dead: Season Two and Life Is Strange appear to follow in the spirit of this emerging women's revolution but inevitably reestablish traditional presentations of sexism in the treatment of their endings. In particular, the presentation of the infamous Trolley Problem and its inherent utilitarian framework is an incendiary moment wherein these games mark rebellious women as necessary sacrifices for the greater good and the continuation of the community. This article explores these two specific moments of sacrifice at the conclusions of Life Is Strange and The Walking Dead: Season Two and engages with tensions between the status quo and the resistances that challenges these norms

Adventure · Aesthetics · Art · Empowerment · Literature · Narrative · Political science · Presentation (obstetrics · Sacrifice · Sociology · Status quo · Digital Games and Media · Gender Studies · Gender, Feminism, and Media · Gothic Literature and Media Analysis · History · Law · Psychology

  • What is the post-game depression? A narrative inquiry

    Open Access•Piotr Klimczyk•Cyberpsychology Journal of…•2023

  • Becoming a Gamer

    Open Access•Marke Kivijärvi, Saija Katila•Games and Culture•2022

  • Playing the Other

    Open Access•Lars De Wildt, J Harambam et al.•European Journal of Cultural…•2018

  • Women in Video Games

    Open Access•Ana María de la Torre Sierra, Virginia Guichot-Reina•Sexuality & Culture•2024

  • Riot grrrl gaming

    Rowan Tulloch, Catherine Hoad et al.•Continuum•2019

  • Rebel Girls and Consequence in Life Is Strange and The Walking Dead

    Open Access•Mahli-Ann Rakkomkaew Butt, Mahli-Ann Butt et al.•Games and Culture•2019

  • The Trolley Problem

    Judith Jarvis Thomson•The Yale Law Journal•1985

  • Hypermasculinity & Dickwolves

    Andrea Salter, Anastasia Salter et al.•Journal of Broadcasting &…•2012

  • The formation of gaming culture

    Carl Therrien•Information Communication & Society•2016

  • Gaming at the Edge

    Adrienne Shaw•Gaming at the Edge•2015

  • The Promise of Happiness

    Sara Ahmed, Sara Ahmed Sayed Ali•Promise of Happiness•2010

  • From Damsels in Distress to Sexy Superheroes

    Alicia Summers, Michael K Miller et al.•Feminist Media Studies•2014

  • Gamergate and The Fappening

    Open Access•Adrienne Massanari•New Media & Society•2015

  • The virtual census

    Open Access•Dmitri Williams, Nicole Martins et al.•New Media & Society•2009

  • Do you identify as a gamer? Gender, race, sexuality, and gamer identity

    Open Access•Adrienne Shaw•New Media & Society•2011

  • The Ambivalent Sexism Inventory

    Paul Glick, Peter Glick et al.•Journal of Personality and Social…•1996

  • Moral Understandings

    Margaret Urban Walker•Moral Understandings•2007

  • Turning the Trolley

    Open Access•Judith Jarvis Thomson•Philosophy & Public Affairs•2008

  • Configuring the User as Everybody

    Open Access•Nelly Oudshoorn, Els Rommes et al.•Science Technology & Human Values•2004

  • Rebel Girls and Consequence in Life Is Strange and The Walking Dead

    Open Access•Mahli-Ann Rakkomkaew Butt, Mahli-Ann Butt et al.•Games and Culture•2019

  • "Life Is Strange and "Games Are Made

    Open Access•Luis De Miranda•Games and Culture•2018

  • Playing a Better Me

    Open Access•M Consalvo, Thorsten Busch et al.•Games and Culture•2019

  • What Is Video Game Culture? Cultural Studies and Game Studies

    Open Access•Adrienne Shaw•Games and Culture•2010

  • There is No Magic Circle

    Open Access•M Consalvo•Games and Culture•2009

  • The Mangle of Play

    Open Access•Constance Steinkuehler•Games and Culture•2006

Unique citing works6
Citations per year0,75
Citation span2018 - 2024 (7)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 6

Tools

Open DOISci-Hub
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae