Villains and Vixens: The Representation of Female Vampires in Videogames
pdf (English)

Palabras clave

vampiros
videojuegos
violencia de género
posfeminismo
representación

Cómo citar

Escandell Montiel, D., & Borham Puyal, M. (2020). Villains and Vixens: The Representation of Female Vampires in Videogames. Oceánide, 12, 85-93. https://doi.org/10.37668/oceanide.v12i.29

Resumen

Los vampiros están muy presentes en nuestra cultura y se han convertido en una presencia recurrente en la ficción y en los medios de comunicación. En todos los casos, la inclusión de los vampiros ha dado voz a “problemas socioculturales afrontados en momentos y lugares determinados; problemas que, de otra forma, se hubieran mantenido reprimidos” (Dillon y Lundberg 2017, 47). Este subtexto sociocultural se hace más complejo cuando el vampiro es femenino, pues se somete a una doble otredad por su sexo. Su monstruosidad se percibe por duplicado: como vampiresa y como mujer transgresora. Si bien otros estudios han afrontado la cuestión de las vampiresas en la cultura popular, su representación en los videojuegos ha sido omitida de forma recurrente. Los juegos han ayudado potencialmente a formar las reacciones hacia el género de miles de usuarios; por tanto, es de especial relevancia examinar las múltiples representaciones de estos personajes femeninos monstruos o sometidos a la otredad, así como entender cómo se someten o enfrentan a las lecturas misóginas de las mujeres y sus cuerpos. Por todo ello, y concibiendo los videojuegos como un medio narrativo, este artículo ofrece un análisis de videojuegos significativos de temática vampírica y pone a las vampiresas en relación con la violencia contra la mujer y los objetivos posfeministas, adoptando para ello un enfoque narratológico más que ludológico.

https://doi.org/10.37668/oceanide.v12i.29
pdf (English)

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