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DiGRA
Across the BioShock franchise, from BioShock through BioShock 2 to BioShock Infinite, the female characters have become more independent on the surface, yet they remain largely confined to patriarchal roles. This analysis, built on a multimodal framework that combines appraisal analysis, Kress and van Leeuwen's visual grammar, and Lim's gesture system, argues that characters such as Brigid Tenenbaum, the Little Sisters, Sofia and Eleanor Lamb, and Elizabeth are still framed as supporting figures, gameplay rewards, or damsels in distress. The framework is offered both as a tool for diagnosing stereotypical representation and as a practical aid for designers seeking more diverse characters.
Linguistic and visual coding of appraisal categories and process types reveals a mixed picture. Tenenbaum's characterization shifts from an objective scientist to a nurturing figure, with emphasis on capacity and tenacity. The Little Sisters remain simply drawn and largely passive. Elizabeth in BioShock Infinite is coded heavily for "reaction: impact" (572 tokens) and "insecurity" (31 tokens), positioning her as a guide who depends on the male protagonist. These conclusions rest on gameplay recordings and YouTube videos, focusing on the "good" pathway of play, and on a coding scheme applied to a limited set of characters, which constrains how far the findings generalize.
Further analysis of Elizabeth shows that her tear-opening ability establishes her as powerful, yet she largely supports the male player character. After her torture by Comstock, her emotional and behavioral traits shift toward stereotypically masculine attributes such as independence, violence, and dominance. Taken together, the female characters, including Elizabeth and Eleanor, remain constrained by traditional supporting roles and by identities shaped through the male protagonist's actions. Representation has improved across the franchise, but the author concludes that it remains one-dimensional.
DiGRA · 2016