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Start Date
25-6-2022 12:00 AM
End Date
25-6-2022 12:00 AM
Abstract
While representations of transgender people and their experiences have been growing in number and complexity in television and film, there is still a notable absence of transgender characters in digital video games. This lack of existing characters in video games, especially transgender men, means that each new transgender character must carry the considerable weight of being considered “good” representation while also being groundbreaking. This work examines the holistic representation of the transgender men in digital video games over the past ten years. While scholars such as Lauteria (2018), Shaw, Lauteria, Yang, Persaud, and Cole (2019), and Thach (2021) have importantly examined LGTBQ, transgender, and queer representations in digital video games, I specifically focus on how transgender men exist in this digital game space.
The first stage of this work uses a qualitative content analysis to explore what these characters physically look like, what their role in the storyline is, and how they are treated by other characters. Secondly, I trace how the trajectory of these representations has evolved from 2011 to present day. Finally, I critically examine the process game studios have used in creating these characters. Key characters include Tyler from Tell Me Why (2021), Ned from Assassin’s Creed Syndicate (2015), and Lev from The Last of Us Part II (2020). Ultimately, I offer a critical examination of these characters and consider what transgender representation could be, what game studios can do to improve the state of this representation, and to critically engage trans narratives beyond “good” representation.
“I’m just trying to be me”: Exploring the representation of transgender men in digital video games
While representations of transgender people and their experiences have been growing in number and complexity in television and film, there is still a notable absence of transgender characters in digital video games. This lack of existing characters in video games, especially transgender men, means that each new transgender character must carry the considerable weight of being considered “good” representation while also being groundbreaking. This work examines the holistic representation of the transgender men in digital video games over the past ten years. While scholars such as Lauteria (2018), Shaw, Lauteria, Yang, Persaud, and Cole (2019), and Thach (2021) have importantly examined LGTBQ, transgender, and queer representations in digital video games, I specifically focus on how transgender men exist in this digital game space.
The first stage of this work uses a qualitative content analysis to explore what these characters physically look like, what their role in the storyline is, and how they are treated by other characters. Secondly, I trace how the trajectory of these representations has evolved from 2011 to present day. Finally, I critically examine the process game studios have used in creating these characters. Key characters include Tyler from Tell Me Why (2021), Ned from Assassin’s Creed Syndicate (2015), and Lev from The Last of Us Part II (2020). Ultimately, I offer a critical examination of these characters and consider what transgender representation could be, what game studios can do to improve the state of this representation, and to critically engage trans narratives beyond “good” representation.
Bio
Jack McLaren is a third year Ph.D. student in the Media and Communication department at Temple University. His research is heavily influenced by feminist and social justice focused thinking. He is interested in examining LGBTQ representation in video games, transgender representation, gender, masculinity, and game studies. His current quest is to discover the ways that transmasculinity is represented and deployed in digital game spaces. Jackson will willingly and enthusiastically engage in all conversations regarding popular culture, video games, television, or Disney.