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Distilling the key insights…
Video games function as potent, underutilized instruments for feminist pedagogy by leveraging systemic interactivity to translate abstract social theories into tangible, lived experiences. By utilizing independent titles such as dys4ia, Lim, and Mainichi, educators can simulate the spatial constraints and bodily movements associated with marginalization, effectively grounding feminist discourse in procedural rhetoric. This approach shifts the classroom dynamic from passive, lecture-based instruction to a participatory environment, dismantling traditional hierarchies and fostering a collaborative space where students engage critically with complex social structures.
The pedagogical utility of these games extends to the analysis of intersectionality through procedural metaphors. For instance, applying difficulty modifiers in mainstream titles like the Halo series allows students to experience how compounding systemic obstacles can override individual merit. This simulation mirrors the interlocking nature of real-world oppression, enabling students to move beyond compartmentalized views of identity toward a more nuanced understanding of how various social forces overlap. Such exercises encourage reflexive inquiry, prompting students to analyze the mechanics of power and privilege through the lens of game systems.
While the integration of gaming into academic curricula may encounter resistance due to perceptions of games as trivial entertainment, these challenges are mitigated by emphasizing the affective complexity and serious intent of the medium. By prioritizing the process of experience-taking, instructors can cultivate empathy and critical awareness, even when the game content itself is not explicitly feminist. Ultimately, the systemic nature of video games aligns with the core goals of feminist studies, providing a robust framework for students to explore social issues, take responsibility for their own learning, and engage in meaningful, community-oriented critical inquiry.
International Journal of Role-Playing · 2026