Rebel Girls and Consequence in Life Is Strange and The Walking Dead
Bibliographic Data
| ID | 2954375 |
|---|---|
| Authors | Mahli-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) |
| Year | 2019 |
| Volume | 14 |
| Issue | 4 |
| Pages | 430-449 |
| Publication date | 2019-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412017744695 |
| OpenAlex | W2794287150 |
| Language | EN |
| Citations received | 6 |
| References cited | 28 |
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
The Trolley Problem
Hypermasculinity & Dickwolves
The formation of gaming culture
Gaming at the Edge
The Promise of Happiness
From Damsels in Distress to Sexy Superheroes
Gamergate and The Fappening
The virtual census
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
The Ambivalent Sexism Inventory
Moral Understandings
Turning the Trolley
Configuring the User as Everybody
Rebel Girls and Consequence in Life Is Strange and The Walking Dead
"Life Is Strange and "Games Are Made
Playing a Better Me
What Is Video Game Culture? Cultural Studies and Game Studies
There is No Magic Circle
The Mangle of Play
| Unique citing works | 6 |
|---|---|
| Citations per year | 0,75 |
| Citation span | 2018 - 2024 (7) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 6 |