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Designing the Monstrous: What Character Design Attributes Contribute to Video Game Monsters’ Gender Expression?
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2026 (English)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Skapandet av det monstruösa : Vilka karaktärsdesignattribut bidrar till datorspelmonsters könsuttryck? (Swedish)
Abstract [en]

As monsters may be presented differently depending on the context they belong to, determining their gender based on visual identity alone might be imprecise. This study aims to find out how video games monsters express their gender and how specific traits may help define monsters of specific genders beyond just appearance. Using a thematic content analysis, traits from 80 different monsters divided across 10 different games were observed and placed into broad themes to explain their relation to gender, or lack thereof. As the studied characters belong to games that were released between the late 1990’s to the mid 2020’s, not all of them accurately reflected gender depictions that were up to date. Our study suggests that that gender expression in monstrous video game characters reflect gendered ideologies and human culture, something which could potentially affect future depictions of video game monsters.

Abstract [sv]

Det kan vara svårt att avgöra könsidentiteten på ett monster genom att endast utgå ifrån karaktärsdesign, då visuella aspekt kan visas på olika sätt beroende på det sammanhang som monstret tillhör. I den här studien undersöker vi hur monster i datorspel uttrycker genus och könsidentitet. Studien bearbetar hur specifika drag kan denotera och konnotera könsidentitet, samt hur dessa kommunicerar könsidentitet utifrån mer än bara utseende. Genom en tematisk innehållsanalys blev karaktärsdrag från 80 olika monster och 10 olika datorspel observerade och placerades inom breda teman för att diskutera deras könsidentiteter. Studien avgränsades till karaktärer från spel som kom ut vid slutet av 1990-talet till mitten av 2020-talet och är därmed inte nödvändigtvis en samtida studie. Denna studie antyder att könsuttryck inom monströsa datorspelsfigurer reflekterar ideologier inom genus och kulturella skildringar, vilket kan komma att ha betydelse för hur monster och genus representeras i datorspel framöver.  

Place, publisher, year, edition, pages
2026. , p. 67
Keywords [en]
Monsters, Monster theory, Video Game Monsters, Video Games, Gender Theory, Gender Studies
Keywords [sv]
Monster, Monster teori, Datorspels monster, Datorspel, Genusteori, Genusvetenskap
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:sh:diva-59775OAI: oai:DiVA.org:sh-59775DiVA, id: diva2:2054585
Subject / course
Media Technology
Supervisors
Examiners
Available from: 2026-04-22 Created: 2026-04-21 Last updated: 2026-04-22Bibliographically approved

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Designing the Monstrous, Final(1939 kB)94 downloads
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3132333435363734 of 37
CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
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