In recent years, a novel yet overlooked form of ludic embodiment has emerged: we named it Minority Embodiment. It intersects Daniel Vella’s concept of ludic subjectivity with the mechanics of branching narratives, in which players experience different outcomes based on their in-game choices. Minority Embodiment finds its home within story-driven video games of the past two decades, those that employ moral dilemmas and feature protagonists from underrepresented communities such as non-Caucasian and LGBTQAI + individuals. Core case studies include the “Life is Strange” franchise, “Tell Me Why”, “As Dusk Falls”, “The Walking Dead: The Telltale Definitive Series”, and “Detroit: Become Human”. At its core, Minority Embodiment seeks to elucidate how these games can influence players’ perceptions and attitudes towards minority groups, thereby fostering empathy and promoting inclusivity within society. Through the design of dilemmas in branching narratives, players are confronted with choices that challenge their preconceived notions and moral compasses. As players inhabit characters belonging to marginalized communities, they navigate the complexities of identity, discrimination, and societal biases. Moreover, Minority Embodiment holds the potential to catalyze broader social change, as players carry their reflections and insights beyond the confines of virtual worlds: there have been multiple studies regarding this psychological impact on subjects, but mainly on immersive environments, while there’s not enough literature on this influence in traditional story-driven videogames. The aim of this paper is to demonstrate the existence and usefulness of Minority Embodiment.

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Minority Embodiment. The Intersection of Branching Narratives and Ludic Subjectivity as a New Form of Education to Inclusivity

  • Mauro Colarieti

摘要

In recent years, a novel yet overlooked form of ludic embodiment has emerged: we named it Minority Embodiment. It intersects Daniel Vella’s concept of ludic subjectivity with the mechanics of branching narratives, in which players experience different outcomes based on their in-game choices. Minority Embodiment finds its home within story-driven video games of the past two decades, those that employ moral dilemmas and feature protagonists from underrepresented communities such as non-Caucasian and LGBTQAI + individuals. Core case studies include the “Life is Strange” franchise, “Tell Me Why”, “As Dusk Falls”, “The Walking Dead: The Telltale Definitive Series”, and “Detroit: Become Human”. At its core, Minority Embodiment seeks to elucidate how these games can influence players’ perceptions and attitudes towards minority groups, thereby fostering empathy and promoting inclusivity within society. Through the design of dilemmas in branching narratives, players are confronted with choices that challenge their preconceived notions and moral compasses. As players inhabit characters belonging to marginalized communities, they navigate the complexities of identity, discrimination, and societal biases. Moreover, Minority Embodiment holds the potential to catalyze broader social change, as players carry their reflections and insights beyond the confines of virtual worlds: there have been multiple studies regarding this psychological impact on subjects, but mainly on immersive environments, while there’s not enough literature on this influence in traditional story-driven videogames. The aim of this paper is to demonstrate the existence and usefulness of Minority Embodiment.