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This Element provides an in-depth analysis of digital mystery game narratives through the lens of game studies approaches, game design principles, and literary theory. Beginning with an overview of important game studies concepts, the Element argues that the narrative effects of video games cannot be fully understood without an understanding of these principles. Next, the Element incorporates these ideas into a detailed analysis of digital mystery stories, illustrating how game design elements augment and enhance narrative impact. Finally, the Element applies these principles to several print texts, illustrating how game studies principles help to articulate interactive strategies. Ultimately, this Element argues that incorporating digital mystery narratives into the field of crime studies goes beyond simply broadening the canon, but rather that an understanding of game studies principles has the potential to augment discussions of interactivity and reader participation in all crime narratives, regardless of media form.
This chapter provides a preliminary Latinx literary history of both the representation of Latinxs in video games and how games shape narratives of Latinidad in the twenty-first century. The chapter first examines how non-Latinxs have dominated Latinx narratives and representation, shaping a narrow concept of who is Latinx and what it means to live as a Latinx person. While AAA games continue to circulate stereotyped images of Latinxs, more recent game narratives authored by Latin American and Latinx creators and distributed through independent publishers challenge these representations. The chapter provides close readings of Guacamelee! and Guacamelee! 2 from Drinkbox Studies and Minority Media’s Papo & Yo, both created by Latin American immigrants to North America. These games subvert gaming tropes and use characterization and worldbuilding to showcase the diversity of Latinidades. Finally, the chapter assesses video games that expand representation (including AfroLatinidades and trans Latinidades) as well as narratives that use ludic structures, such as Carmen Maria Machado’s In the Dream House: A Memoir and Nona Fernández’s Space Invaders.
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