Space and women in videogames. A narratological analysis
DOI:
https://doi.org/10.20318/femeris.2026.10435Keywords:
Narratology, videogames, female characters, spaces, gender perspectiveAbstract
This article explores the representation of women in videogames through a narratological approach, aiming to highlight the contributions of female creators and characters in a predominantly male-dominated industry that is becoming increasingly relevant. To this end, four videogames with female protagonists and in whose creation processes women have been involved have been analysed: Amour Sucré (2011), Life is Strange (2015), Horizon Zero Dawn (2017) and Unpacking (2021). The work delves into topics such as the indivisibility of space and time (chronotope), the relationship between nature and femininity (eco-feminism), the boundary between the public and the private, and their impact on player engagement.
The conclusions drawn from the analysed works provide a disruptive narrative insight that advocates for the representation of women within the industry and in public spaces. They also demonstrate how videogames are not just mere pieces of entertainment but a complex narrative space in which spatial elements play a significant role in character development and vice versa. These conclusions pave the way for future research in the field of videogames through a gender-oriented analysis that transcends storytelling or in-game aspects, like online chats or in-person events.
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