Author Archives: Angela Vanden Elzen

Eurocentrism in Character Accents in Fantasy Games

By May

As I continued playing Divinity: Original Sin 2, I grew to really appreciate listening to the dialogue sequences. My friends, whom I have been playing with, both told me that they generally tend to skip the dialogue since they played it so much, but I took my time to listen to what the characters had to say. For a while, I was simply enjoying listening to the voice acting in this game, many of which I thought were really good and very captivating. It took me a while to even realize what was wrong with the voice acting as I was fixated on other aspects of this game. The more I paid attention to the dialogue, the more I realized that all the voice acting was very Eurocentric and that all the accents the characters had were mainly European.
In Astrid Ensslin’s paper “Speech Accents as Language Ideologies in Video Games,” she observes voice acting in the game Dragon Age: Origins and talks about the differences in accents between the different races in that game. She brings up an idea of a “matrix” (4) of which the game’s accents center mainly around both “Anglicized” and American matrices and that any other accent either breaks off from the matrix or just adds to it. Through this idea, I took a look at the choice of accents among the different races in this game but I didn’t notice the same exact patterns. There didn’t seem to be a specific matrix that each race stuck to and in fact every race used all sorts of accents. They all definitely remained within the Eurocentric spectrum, however.

All of the videos below are some examples of the voice acting in this game.

As you may hear, the majority of the voices are English and I did notice that most of the characters in the game have English accents. The other most common accents were Irish and Scottish. This idea really challenges the idea of what the “fantasy” genre really is. Divinity: Original Sin hasn’t been the first game to demonstrate ethnocentrism with a European bias within a fantasy world. For Ensslin, it was Dragon Age: Origins, in Mattie Brice’s article, “Speaking in Accents and the American Ethnocentrism in Video Games,” she talks about Final Fantasy, and Brian Wheeler’s article, “Why are fantasy world accents British?,” he discusses the same issue but in the film industry with examples like Lord of the Rings and Game of Thrones. There are plenty more examples which makes this issue all the more apparent.
So the question is, why are characters within fantasy worlds centered around European accents, especially the English accent? I had said before that when I first started playing Divinity, I never thought twice about this idea. I had simply accepted it as a given, as something I’m used to hearing. Most people in general don’t seem to bat an eye to this issue. This shows a problem of personal bias and how much European culture is heavily ingrained within our ideas of the fantasy world despite it being an imaginary genre. Then how do we move away from this problem? Much of culture today has been working harder on diversity and inclusion and within film and video games, there has been a push for more racial and gender diversity especially. It is through this push, that we need to discuss in further detail our personal biases such as Eurocentrism beyond the common ideas such as physical appearance. There are many other ways our biases become apparent that we end up not realizing and this issue I brought up is a good example of one.

Works Cited:
Brice, Mattie. “Speaking in Accents and the American Ethnocentrism in Video Games.” Game Developer, 17 Nov. 2011, https://www.gamedeveloper.com/design/speaking-in-accents-and-the-american-ethnocentrism-in-video-games.
Cutts, Charlotte. “The Good, the Bad and the Ugly of British Voice Acting in Games.” Destructoid, 21 Oct. 2018, https://www.destructoid.com/the-good-the-bad-and-the-ugly-of-british-voice-acting-in-games/.
Ensslin, Astrid, and Tejasvi Goorimoorthee. “Refiguring Innovation in Games.” Speech Accents as Language Ideologies in Video Games, 2017.
Wheeler, Brian. “Why Are Fantasy World Accents British?” BBC News, BBC, 30 Mar. 2012, https://www.bbc.com/news/magazine-17554816.

Stereotypes Surrounding Gender and How they are Portrayed in Divinity: Original Sin 2

By May

The fantasy genre is always a wonderful genre that allows anyone to essentially create their own world and rules and Divinity: Original Sin 2 is no exception to this idea. In this game, the creators have developed an open world viewed in third-person. In this game, you will complete missions and follow the main story with either a pre-made character or a personalized character. Throughout the game, you will pick up other characters who can join you on your mission or you can play co-op with friends. Despite the open world aspect and personalized character creation, I’ve noticed that there isn’t as much personalization as I thought.
The first obvious trait I noticed among most of the characters was how most of them shared the same body templates.

Female characters in Divinity: Original Sin 2
Male characters in Divinity: Original Sin 2

The photos above are all examples of the human characters in this game. They all share or have somewhat similar body templates. When paying closer attention to their physical traits, I noticed just how much these characters tended to follow the stereotypical standards of beauty in our society today. For the female characters, they were usually young, thin, with curves, and large breasts. The male characters were typically young, muscular, and/or fit.

While this game does follow many gender stereotypes, there are certain aspects of this game that lie beyond the social norms of gender and sex. During this game you spend a lot of time talking to NPCs and are constantly given the choice of multiple dialogue options. One option I’ve encountered several times has been the ability to romance or kiss the character you are talking to. Normally when you see this option in video games, it is typically because you are playing a character of the opposite sex. I, however, created a female character and I was given the option to romance both female and male characters in this game. I like to believe that the options remain the same if I created a male character instead.
In Megan Blythe Adams’ article, “Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender-Variance in Video Games,” she brings up the aspect of characters in video games that are non-human but still appear to be “humanoid”. Now in her article, she focuses on androgyny and androgynous characters, however, I still thought this idea of humanoid characters plays an important role in Divinity: Original Sin 2 as well. In this game you can choose multiple races and one of them is a Lizard race. They have lizard-esque aspects to their appearances such as a tail, scaly skin, and a face and arms/legs that are similar to a lizard, but they also have certain human features as well. What stands out in particular is that the female lizard character design takes on many stereotypical “feminine” human aspects such as a thin frame and an obvious bust. The male lizard design does the same with stereotypical “masculine” features such as a muscular and broad frame. What I find so interesting about this observation is despite being a race completely different to humans, the developers still felt the need to essentially sexualize this race in the same way.

Male and female Lizards in Divinity: Original Sin 2

This game has much content to it, but I believe it lacks much diversity of character design, especially for the player’s own personal preferences. There is more diversity among NPCs than there is for the player’s choice of character creation. Given the limited choices of character creation, players are left to deal solely with what society today generally sees as typical beauty standards for both men and women. While I understand games can lack the funds to afford more visual design details such as this, it is still something to think about when it comes to other games in the future.

Works Cited:

Adams, Meghan Blythe. “Bye, Bye, Birdo: Heroic Androgyny and Villainous Gender-Variance in Video Games.” Queerness in Play, 2018, pp. 147–163, https://doi.org/10.1007/978-3-319-90542-6_9.

Perreault, Mildred F., et al. “What Does It Mean to Be a Female Character in ‘Indie’ Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games.” Games and Culture, vol. 17, no. 2, 2021, pp. 244–261, https://doi.org/10.1177/15554120211026279.

Skowronski, Marika, et al. “The Effects of Sexualized Video Game Characters and Character Personalization on Women’s Self-Objectification and Body Satisfaction.” Journal of Experimental Social Psychology, vol. 92, 2021, https://doi.org/10.1016/j.jesp.2020.104051.

SkylentGames. “Are Games Oversexualized?” YouTube, YouTube, 27 Feb. 2017, https://www.youtube.com/watch?v=QsmLdS_xC_Q.

LEGO Star Wars: The Skywalker Saga, Podcast 2

By Colin, Steven, and Preston

Welcome back to our Podcast about LEGO Star Wars: The Skywalker Saga where in today’s podcast we will be talking about Episodes 7-9 and exploring the topics of slavery, systems of government, and character relationships within the game and how it differs from the cinematic experience.

Works Cited:

Dill, Karen E., et al. “Effects of Exposure to Sex-Stereotyped Video Game Characters on Tolerance of Sexual Harassment.” Journal of Experimental Social Psychology, Academic Press, 18 June 2008, https://www.sciencedirect.com/science/article/pii/S0022103108001005.

Starwars.com Team. “LEGO Star Wars: The Skywalker Saga is Here!” Starwars.com, 2 April 2022, https://www.starwars.com/news/lego-star-wars-the-skywalker-saga-is-here. 

LEGO Star Wars: The Skywalker Saga, Podcast 1

By Colin, Steven, and Preston

Welcome to our Podcast about LEGO Star Wars: The Skywalker Saga. In today’s podcast we will be talking about Episodes 1-6 and exploring the topics of slavery and character relationships within the game and how it differs from the cinematic experience.

Works Cited:

Mukherjee, Souvik. “Video Games and Slavery.” Transactions of the Digital Games Research Association, http://todigra.org/index.php/todigra/article/view/60.

Starwars.com Team. “LEGO Star Wars: The Skywalker Saga is Here!” Starwars.com, 2 April 2022, https://www.starwars.com/news/lego-star-wars-the-skywalker-saga-is-here.

In Sound Mind Podcast 2

By Kanyon, Delaney, Dylan, and Juan

We will continue talking about the game In Sound Mind and we will dive into more specific topics of mental illness, unlike our first podcast, looking more into intersectionality. During the podcast we will be discussing elements of female representation of the female gender within videos games, specifically in horror games.

Works Cited:

GracieKat. (2018).”A Focus on the Frightful: The Women of Horror Games.” Sci-Fi & Scary, https://www.scifiandscary.com/afof-the-women-of-horror-games/.

King, Robert. (2015). “A Regiment of Monstrous Women: Female Horror Archetypes and Life History Theory.” Evolutionary Behavioral Sciences 9(3): 170-185. doi:http://dx.doi.org/10.1037/ebs0000037.

Martino, S. M. (2008). They’re still saying you’re crazy: Women and mental illness. PsycCRITIQUES, 53(45) doi:http://dx.doi.org/10.1037/a0013648.

Masculine Violence and Substance Abuse in Disco Elysium

By Chidi, Elan, Izzy, Maeve, Natalie, and Rita

Image: Alexis Ong, VG247, 2020

From your first moment as Harry, waking up in a ransacked and trashed hotel room, your clothes missing, and surrounded by broken and empty bottles, Disco Elysium makes it clear who you are: a masculine, violent addict. The first missions the game sets for you are tied into these identities, and they are only expanded upon as the story continues. As you explore your hotel room, you see that Harry has already broken the faucet and mirror, tossed his clothes and luggage around, thrown garbage over the furniture, and has been blasting music and yelling throughout the night. While Harry and his police partner, Kim Kitsuragi, investigate a murder, his past as a womanizing, violent officer, is uncovered. You find out that Harry caused Sylvie, the former bartender at the hotel, to quit her job due to his violent streak and awful treatment of her, and that he was a frequent visitor of the bar. The gameplay is largely dictated by the voices in Harry’s head, and the Electrochemistry voice, which powers your most animalistic desires and compulsions, is a constant influence and contributor to Harry’s behavior. Electrochemistry asks you to find cigarettes, to find more alcohol, and leads the player down a path to find and take speed (amphetamine). Disco Elysium addresses the intersections of masculinity, violence, and substance abuse in a story-first strategy that never shows any of the actions on-screen, but gives the player detailed accounts of Harry’s (and other characters’) past and present actions. 

Screenshot of substances and their effects from Disco Elysium.

The use of substances in Disco Elysium offers interesting insights into the connection between the playable character’s (PC) identity as a man and the long history of drug abuse by men in the real world. Within the game, different drugs can offer different bonuses that can help the player succeed in gameplay (for examples view the drug chart). In Ritter and Cole’s paper “Men’s Issues: Gender Role Conflict and Substance Abuse,” it is suggested that because men are not taught to express their emotions in positive, healthy ways with one-another it leads to feelings of frustration and isolation that increase a propensity for drug and alcohol abuse as a means of release or escape. Likewise, they posit that failure to live up to societal expectations and a lack of emotional intelligence and expression can manifest in violent outbursts and abuse, that in turn can create a cycle of abuse by males within family units. In Disco Elysium this can be seen within the PC’s explosive bender which is later revealed to have been started by his fiancée leaving him and depending on the gameplay she either cites the PC’s “inability to ‘talk like a normal person’ or how ‘sad’ he got,” (Disco Elysium Wiki) showing how society’s expectation of the PC poisoned his relationship. Thus, Disco Elysium examines and shows the painful ramifications of the toxic view of real-world masculinity imposed on men by society.

Substance abuse and aggression are both character traits that are often used in conjunction and tend to be associated with masculine character archetypes and behavior. This is no different in Disco Elysium, and both of these traits are emphasized from the very beginning of the game to set the players understanding of the player character’s persona and background. The alcoholism that remains a theme for the PC in Disco Elysium plays a few important roles in defining the character and the choice options that are presented in the game, and intersects with his presented aggressiveness to create a basis of the narrative through the PC’s interaction with it. For instance, the lack of memory, control, and reliability that accompany the PC’s alcoholism combined with violence shown both in dialogue and behavioral choices throughout the game gives the PC a sense of mystery, danger, and allows the player to discover more about their character and the world he inhabits alongside the character himself. Depictions of drug and alcohol use are so prevalent within Disco Elysium and integrated into so many choices and game mechanics that the game was banned in Australia. An article from Kotaku cites the plot’s focus on crime, violence, and cruelty for Australia’s game review and classification board’s decision to not classify the game (Kotaku). This decision has since been overturned, but is a testament to the role of substance and aggression in Disco Elysium, its reflection within the playable character, and the implications it creates for gameplay and masculinity as a theme.

Ultimately, Disco Elysium uses a variety of gameplay and narrative elements to comment on masculinized substance abuse and violence, suggesting to the player through the PC’s characterization and backstory, and through the weaving of drug use into its mechanics, that they share important relationships with each other, and with the social construction of hegemonic masculinity in general. It’s through exploring these relationships over its duration that the game pinpoints emotional repression, failures of status and personal achievement, cycles of abuse, and societal expectations as significant causes for these recognizable, masculine behaviors.

Works Cited & Further Reading:

“Dora Ingerlund.” Disco Elysium: A Detective’s Wiki, Accessed 2 June 2022,
https://discoelysium.fandom.com/wiki/Dora_Ingerlund

Dietz, Tracy L. “An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.” Sex Roles, Vol. 38, Nos. 5/6, (1998). https://link.springer.com/content/pdf/10.1023/A:1018709905920.pdf

Lash, S.J., Copenhaver, M.M. & Eisler, R.M. “Masculine Gender Role Stress and Substance Abuse Among Substance Dependent Males.” Journal of Gender, Culture, and Health, 3, 183–191 (1998). https://doi.org/10.1023/A:1023293206690

Ritter, A, and M J Cole. “Men’s Issues: Gender Role Conflict and Substance Abuse.” Drug and Alcohol Review, Vol. 11/2 (1992): 163-7. doi:10.1080/09595239200185641.

Singh, Surej. “’Disco Elysium: The Final Cut’ Is No Longer Banned in Australia.” NME, 17 May 2021, https://www.nme.com/news/gaming-news/australia-disco-elysium-the-final-cut ban-lifted-2942048.

Van Eck, Richard, “What Can We Learn from Violent Videogames?” (2015). Teaching, Leadership & Professional Practice Faculty Publications. 12. https://commons.und.edu/tlpp-fac/12

Walker, Alex. “Here’s the Official Reason Why Disco Elysium Was Banned.” Kotaku.com.au, 25 March 2021, https://www.kotaku.com.au/2021/03/heres-the-official-reason-why-disco-elysium-was-banned/

What Remains of Edith Finch Podcast 2

By Elias, Dylan & Eve, Kate, Nathan, Johnny

Episode Summary: The group discusses the gendered disparity in the various deaths of the characters in What Remains of Edith Finch, as well as key points of symbolism that aid in the game’s narrative.


Works Cited:

Denning, D.G., Conwell, Y., King, D., Cox, C. “Method Choice, Intent, and Gender in Completed Suicide.” Suicide & Life-Threatening Behavior, vol. 30/3, (2000): 282-8, https://pubmed.ncbi.nlm.nih.gov/11079640/

Hetfeld, Malindy. “Edith Finch and Finding Meaning in Materialism: First-Person Perspective.” Eurogamer. 17 April 2018, https://www.eurogamer.net/edith-finch-and-finding-meaning-in-materialism

Schilling, Chris. “The Making of What Remains of Edith Finch.” PC Gamer, 2 June 2018, https://www.pcgamer.com/the-making-of-what-remains-of-edith-finch/.

Disco Elysium: Femininity of Gameplay, Masculinity of Character

By Chidi, Elan, Izzy, Maeve, Natalie, and Rita

Image from Polygon.com

You wake up, a thundering pain rumbling just behind your eyes, you can’t seem to remember anything, not even your name. You sit up, head ringing and look around at the trashed hotel room that surrounds you. Broken bottles, a smashed window, a neck tie swinging lazily from the ceiling fan as you cringe at the sour smell permitting the air. This is the introduction of the main character for the game Disco Elysium, a video game set in the fictional city of Revachol. It follows the protagonist; a scruffy, disheveled police detective with a memory problem, as he attempts to solve a murder. Based off table-top RPGs such as Dungeons & Dragons, the plot is advanced through dialogue options and random rolls of the dice with the different colorful characters throughout the city that seek to clue the player into not just who it is that they are playing as, but also the rich social and political history of the world around them. It is with this free roaming type gameplay that an interesting juxtaposition is presented of a more feminine understanding of play involving relationship building and investigation rather than action or violence with the brash, unkempt detective that fits into the male dominated “loser trope” in media. It is with this interesting oxymoron, the exhaustive lore, and breathtakingly beautiful visuals, that allows the player to shape themselves and the things they believe in as they uncover the deep-rooted conspiracies that plague this dystopian world.

From the first scene of Disco Elysium, the playable character (PC) is presented in a very stereotypically masculine way. From repeated displays of substance abuse and aggression to character design and written dialogue, our protagonist falls into many traditional masculine norms that culminate in a ‘Big Lebowski-esque’ portrayal of power, independence, assertiveness, and confidence. Although violence is not directly incorporated into gameplay, the PC’s aggression is portrayed through design elements of the game that the player has little to no control over. For example, immediate references to alcoholism combined with environmental design choices like a trashed hotel room, broken mirror and window, an unkempt character appearance, and even the character’s role as a law enforcer, leaves the player with an impression of an uncontrolled, mysterious, and potentially violent avatar. This aligns with the common character trope ‘The Loser Protagonist,’ described by Tropedia (2014) as a character that, while not unintelligent, “may be considered a loser by the standard of today’s society, or the society the story is set in” and is almost exclusively written for male protagonists. In this case, the PC’s drunken amnesia, scattered appearance, tendency for aggression and resulting questionable reliability as a narrator, include him in the Loser Protagonist trope and integrate traditional masculinity into the basis of his character. This masculinity is contrasted in the player’s experience by nonviolent and feminized game play mechanics.

Despite the presentation of the main characters and much of the dialogue, Disco Elysium presents an interesting an often overlooked femininity: the femininity of mechanics and gameplay. According to Shaw (2014), “…representation does not necessarily equate identification and undermines the emphasis traditionally placed on the importance of identification of the player with a video game character.” Essentially, representation within video games can have much more nuance than other forms of media, and players do not inherently need a visual representative to relate to, the other aspects of a game can have much more impact on a player’s experience. Feminine gameplay goes beyond the hegemonic masculine by emphasizing mystery and knowledge, dialogue and character, chance-based gameplay, and by minimizing the fast-paced and violent aspects of normative gaming. On these points, Disco Elysium is feminine, and is founded on a queering of hegemonic game mechanics. The game is completely self-paced and lets the player have complete control about their movements, who they talk to, and what they interact with. Despite all this choice, the game is also based on chance, which makes it more accessible to people with less free time and more appealing to women, who tend to be less competitive (Hartmann and Klimmt, 2017). The plot centers around the main character solving a murder, which, according to Hartmann and Klimmt (2017), aligns with the preference that the majority of women gamers have for games that revolve around puzzles and knowledge-collecting.

Sensitive Archetype by Aleksander Rostov

Disco Elysium uses a traditionally masculine aesthetic representation. Its protagonist is male and initially characterized as violently impulsive; many of its prominent characters are also male and serve as representations of violent or authoritarian masculinity. In contrast, its gameplay is “queered” in that its mechanics—namely its story and dialogue based play, and point-and-click style of progression—are divorced from gameplay loops commonly associated with male audiences, which typically reinforce violent play, and glorify the subjugation of adversaries. Instead, Disco Elysium “…engages different grammars of play… not grounded in normative ideologies like competition, exploitation, colonization, speed, violence, rugged individualism, leveling up, and win states (Chang, p.19, 2017).” Through this contradiction, Disco Elysium uses its gameplay, and its engagement with the player, to make an implicit critique of the hegemonic masculinity dominating its narrative and presentation.

Disco Elysium both demonstrates and defies stereotypical gender roles through its character design, gameplay experience and animation style. The game shows the masculine protagonist’s aggressive outbursts and substance abuse as well as how they make sexual advancements towards female characters. However, players engage with a contrasting feminine gameplay experience through aspects like the focus on character interaction and lack of combat scenes. The player is notably unable to change these aspects of the character or the gameplay. This non-hegemonic approach to presenting femininity vs. masculinity contributes to Disco Elysium’s popularity amongst queer players. 


Works Cited

“Disco Elysium Archetypes Artwork.” <https://www.artstation.com/artwork/6aAL8x>.

Ramos, Jeff. “Disco Elysium beginner’s guide.” <https://www.polygon.com/guides/2019/12/18/21025994/disco-elysium-beginners-skills-builds-thought-cabinet>.

Chang, Edmond Y. “Queergaming.” In Ruberg & Shaw (eds.) Queer Game Studies. University of Minnesota Press, 2017.

Shaw, Adrienne. “The Internet is Full of Jerks, because the World is Full of Jerks: What Feminist Theory Teaches Us about the Internet.” Communication and Critical/Cultural Studies. 11.3 (2014): 273-7, https://doi.org/10.1080/14791420.2014.926245

Tilo, Hartmann. Christoph, Klimmt. Gender and Computer Games: Exploring Females’ Dislikes,” Journal of Computer-Mediated Communication.  11.4 (2006): 910–931, https://doi.org/10.1111/j.1083-6101.2006.00301.x

Mental Illness Representation within In Sound Mind

By Kanyon, Delaney, Dylan, and Juan

During the podcast we will be discussing elements of Mental Illness in Video games and its intersectionality within In Sound Mind.

Works cited:

Shapiro, S., & Rotter, M. (2016). Graphic depictions: Portrayals of mental illness in video games. Journal of Forensic Sciences, 61(6), 1592-1595. doi:http://dx.doi.org/10.1111/1556-4029.13214

Stigma, Gender Differences, and Mental Health – The SERVE Project, https://blogs.baylor.edu/gssw/2019/11/18/stigma-gender-differences-and-mental-health/

Intergenerational Trauma, but Make it a Video Game

By: Elias, Dylan & Eve, Kate, Nathan, Johnny

The group discusses how the overarching concepts of “Villainy” and “False Narratives” within What Remains of Edith Finch contribute to intergenerational trauma as a focal point within the game’s narrative.

Works cited:

Joseph Anderson, “The Villain of Edith Finch,” https://www.youtube.com/watch?v=6bMn4CoyUkM&t=85s

Noelle Warner, “What Remains of Edith Finch’s family curse is ambiguity done right,” https://www.destructoid.com/what-remains-of-edith-finch-family-curse-ambiguity-game-storytelling-done-right/