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PLAYING TRANSNESS: AN ANALYSIS OF MEANINGFUL TRANSGENDER REPRESENTATION IN VIDEO GAMESMcLaren, Jackson, 0000-0003-0969-3918 08 1900 (has links)
Transgender media representation is generally plagued with problems, and rarely have I experienced transgender media representation where I feel seen, or where I feel as
though it is made from a distinctly transgender-centric perspective. This dissertation
develops a theorization of meaningful transgender representation in video games from the
perspective of transgender people. Meaningful representation entails thoughtfully
included, complex, and trans-coded characters as seen as such by transgender people, and
as such require transgender people to be involved in their creation. Situated between
literature on cultural studies, transgender studies, and game studies, I interrogated the
following research questions: what does meaningful transgender representation look like
in video games? What is involved in making meaningful transgender representation in
games? And what do players think about transgender representation in video games?
Starting autoethnographically from my own experience with trans video game
representation, I used a combination of textual analysis and close reading on eight
characters in video games with significant transgender representation, analyzed paratexts
like published interviews and game wikis, and utilized semi-structured interviews with
three game creators and consultants, one game journalist, and 31 players that had
encountered these eight characters to answer my research questions.
I argue that there are distinctive features of meaningful transgender representation
that include characters being significantly present; characters and their transness being
thoughtfully included in the game; having an alignment being transgender identity,
physical appearance, and voice acting; and characters looking and feeling distinctly
transgender. In addition, I argue that trans involvement is important to crafting
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transgender representation as I found demographic differences in how transgender
players thought of and received these characters in comparison to others. This finding
also signals that transgender audiences are receiving, and therefore thinking about, this
representation in different ways than cisgender or LGBQ players. As explored through
paratexts and interviews with game creators and consultants, game companies that valued
diversity, involved transgender folks in the process of creating these characters, and
prioritized organic inclusion (Christian & White, 2020) created the most meaningful
transgender representation. By offering specific evidence across the textual, producer,
and audience sides, I show that including transgender folks in the creation process leads
to more meaningful representation as read by all players in my sample, as articulated by
folks I talked to and read about in the production process, and in the same way that
transgender characters being incorporated thoughtfully throughout the game leads to
more meaningful transgender representation. Ultimately, meaningful transgender
representation is that which is made by, about, and for transgender audiences.
Meaningful transgender representation offers the possibility for transgender folks to feel
seen and to experience media that feels real; in addition, it encourages cisgender folks to
experience media through a trans-centric gaze. / Media & Communication
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