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  • Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro Abstract: Through fictional or non-fictional narratives, media representations of the past communicate specific interpretations, which lets users negotiate the past's prospective meanings. Additionally, these cultural constructions of the past are produced and disseminated in the present. Hence, the existing hegemonic power relations influence the depiction and recognition of cultural communities in the construction of the past. Therefore, the approach to framing cultures in pop-culture representations becomes a preponderating factor in how people perceive such cultures and periods. Sekiro: Shadows Die Twice, at first glance, can be considered as a game that follows the same vein of exploiting the western craze for the ninja archetype, as seen in its predecessors like the Onimusha and Tenchu series. However, it takes a bold stance against the persisting ‘self-Orientalist’ framework by reclaiming the ninja myth from marketized exoticization. Borrowing from Said’s theory of Orientalism, I would first like to analyze the existing self-Orientalism in depicting and marketing Japanese cultural icons. I would then like to highlight how this game is not an exoticized cultural artefact and further discuss the implications of such a portrayal in the contexts of representation and authenticity. I conclude that by undercutting innate stereotypes and using inherently Japanese characters, the game reappropriates the agency to depict Japanese cultural icons, from a non-Oriental, non-exoticized viewpoint. Thus, Sekiro: Shadows Die Twice becomes a stand-out in the video game industry in this respect. Bio: Geoffrey Fernandez is a PhD candidate at the Department of Humanities and Social Sciences at the Birla Institute of Technology and Science Pilani, Pilani campus. His doctoral research examines the use of culture, mythology, and folklore in video games.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.

  • Speaking to the 'Missing' Player: Subaltern Poetics in Indian Videogames The degree of interactivity and agency of the player-character in videogames is often a moot question in Games Studies discourses (Atkins 2002 , Juul 2004, Salen and Zimmerman 2001). The assumption is that whether illusory or real, agency is an important element that drives the plot of digital games. To assume this, however, is to argue from a position of privilege and some videogames use their in-game mechanics to emphasise this. The assumption of a selfhood by the player while playing a digital game is the precondition to the experience of agency. Such a precondition is hardcoded into the gameplay on the basis of a default notion of empowerment and entitlement. What happens, however, in the case of the character that does not provide this sense of agency or for the game wherein such an experience of selfhood may not be possible? Using a well-worn but very relevant term from Postcolonial discourses, one could ask what happens where the game is about the Subaltern. Considering videogame studies from non-Western and South-South perspectives, such a default assumption of selfhood or agency may be challenged. Elsewhere (Mukherjee 2017), I have cited examples from the Cameroon, Indonesia and India that begin to address this challenge. Here, I wish to take two games from India as my texts for close-reading (or close-play) and show how a different poetics operates; indeed, my primary objective is to enquire into how the videogame as a narrative medium, which is by default apparently premised on agency, functions for the subaltern.

  • Playing Dystopia: Searching for the Neganthropocene in Papers, Please and Orwell The way we play games and the way games play us is constantly changing. The physical shrinking of space can no longer be compensated by expansive gamescapes which otherwise provided a reprieve from diminishing access to space in 20th and 21st century childhood (Mayra, An Introduction to Game Studies). Gamescapes, increasingly, are becoming neo-explorations of “other people simulators” characterized by a suffocating hypernearing of the experience of the dystopia (Lucas Pope). Often ‘mundane’ mirrors of real-life situations, these dystopian games place the player in movement-limiting, choice-limiting challenging scenarios from where a fulfilling ending is more often than not impossible. I look at two of these dystopian games that offer covertly disruptive gameplay through alienating, often disembodied, simulation as a strategy for playing dystopia: Lucas Pope’s Papers, Please and Osmotic Studios’ Orwell. Closely engaging with issues of surveillance, digital governance, neurotechnology, illegal profiling, and ultimately, survival in a dystopia of technics, these games with their multiple endings caused by the smallest, seemingly most insignificant of differences in gameplay become crucial in their playing out of the possibilities of the neganthropocene.

  • Unreal City: Expressions of Tokyo in Video Games Abstract: Games today, with advancements in graphic design and capability of the platforms on which they can be played, are almost akin to interactive films- in which the player not only consumes the movie-like storyline, but becomes an active participant in the narrative and its outcomes. Worldbuilding in video games has strong connections with the approaches contained in semiotics, as it is not with the images on the screen that players interact, but rather the world that is represented by the images. I intend to examine Tokyo as a virtually constructed game world in three separate texts – Atlus Studios’ Persona 5, Sega’s Yakuza series and Square Enix’s The World Ends with You. The fictionally created cityscapes of contemporary Japan have become ideal spaces for the video games to propagate, their construction in the texts can be seen a form of techno-orientalism that is simultaneously rooted in both Eastern and Western imagination. Each of these texts constructs its own version of Tokyo that, while being recognisable through the use of specific semiotic markers, is also sufficiently different enough to make it a virtual, unreal, space. However, what must be noted is that this space only exists in its entirety when it is interacted upon by the player. Using Lefebvre’s conceptualisation of social space into spatial practice, representations of space and representational space, this paper seeks to look at how the construction of the digital city is not merely a 3D representation thereof, but points where interactivity and narrative coincide. It is through the locus of these two elements that the player comprehends and navigates game narratives. My purpose will therefore be to look at the constructions of Tokyo within video games as data visualisations of spaces that become places through interactivity and comprehension of the player. About Laxmi: Lakshmi Menon is Assistant Professor of English at VTM NSS College, Trivandrum, and a PhD candidate at the Centre for English Studies, Jawaharlal Nehru University, where her thesis is a study of Harry Potter slash fanfiction and fan communities. She is currently researching Boys Love fan cultures in South Asia, while her wider research interests also include digital humanities, popular culture and queer literature.

  • Hitman 2’s Mumbai mission, just like the film Extraction, looks at the oriental space in a similar ‘diseased’ yellow filter which is akin to the Mexico of Breaking Bad. Here, we have the perfect orientalist reduction of a culture. By digitising Mumbai and creating it into a gamic world, it produces a rather lazily translated and racialised appropriation of this particular South Asian space. The essential orientalist gaze thus reinforces the binary between the ‘I’ and the ‘other’: where the ‘I’ is the foreign Agent 47 and the ‘other’ are the yellow dwellers of Mumbai. The NPCs react to Agent 47 in awe as if a white man is a miracle of nature which they have never seen before. Not only that, but they also interact with themselves in a very essentialist way. The tea shops/kiosks are literally written as 'Chaye Dukan' (which is a direct translation for 'Tea Shop'). Not only does this point at a lack of research but also a lazy design. No matter how inferior a place is, no one names their establishment in a direct translation to their colonial/capitalist overlords. It becomes nothing but a city ‘lost in translation’. In this paper, I will read the Mumbai mission of Hitman 2 as a cultural artefact where the game scape becomes a techno-orientalist commodity. Like any other Literary text which fetishizes the ‘other’, Hitman 2 also becomes such a ‘digital/ludic’ text which manages to define the ‘Indian’ in its own myopic way. The discourse propagated thus reinforces the idea of ‘India’ or the ‘Orient’ as the literal plaything of the West. Thus, I will expand by elaborating on how the creators become a part of the greater orientalized theatricality by indulging in a form of ‘identity tourism’ (Nakamura ’96), where the autonomy of creating a cultural space takes the form of an essentialist fetish. About Samya : Samya Brata Roy (He/Him) is currently in the final semester of his M.A in English Literature from The English and Foreign Languages University in Hyderabad. Mainly his interests lie in and around the modalities of Digital Narratives, which he also tries to create at thepenarchist (wordpress.com). He is associated as a SIG facilitator with DHARTI (dhdharti.in), as a transcriber with The Canterbury Tales Project and as database contributor with Electronic Literature Knowledge Base | ELMCIP. He works in the field of Disability Studies by assisting in research. He is also passionate about teaching and inclusion and pursued it by teaching slum kids.

Dernière mise à jour depuis la base de données : 20/07/2025 05:00 (EDT)