Loading the document
1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
The document explores the concept of the female gaze in video games, challenging the traditional understanding of video game characters as solely objects of heterosexual male desire. It argues that objectification and sexualization are not limited to female characters but can also apply to male characters, specifically examining the character of Nathan Drake from the Uncharted series. The paper posits that male characters can serve as objects of sexual desire for female players, akin to how Lara Croft has been analyzed from a gender perspective.
The research revisits Laura Mulvey's concept of the male gaze, acknowledging its revisions by queer and men's studies, and proposes that the gaze is not inherently tied to biological malehood. It suggests that women can also adopt a "hegemonic" gaze, regardless of their sexual identity. The methodology involves qualitative interviews and participant observation of female players of Uncharted 4: A Thief's End (2016) to empirically support the claim that female players objectify male characters.
The broader context highlights that video game culture has historically been designed by men, for men, and about men, often leading to hypersexualized female characters and male characters embodying hegemonic masculinity with unrealistic proportions. The paper aims to demonstrate that despite this heteronormative design, alternative "gazes" exist and are catered to, suggesting a more nuanced understanding of character reception and player experience. The scope of the study focuses on the Uncharted series as a case study within the adventure game genre.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026