E, Edhaya Chandran and S, Gnana Sanga Mithra (2023) Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming. Studies in Media and Communication, 11 (7). p. 159. ISSN 2325-8071
Full text not available from this repository.Abstract
“Digital humanities” involves the use of computer-assisted tools to preserve and disseminate knowledge. These techniques extend to hyper-realistic games with complex narratives, which immerse players in alternate realities and explore ethical and social themes. This paper focuses on the impact of The Last of Us Part II on discussions about incorporating LGBTQ+ characters into existing intellectual property. The game’s reception offers insight into community perspectives on LGBTQ+ issues. The paper highlights positive impacts and argues that diversification of characters in established IP contributes to inclusivity and equality. © 2023 Elsevier B.V., All rights reserved.
| Item Type: | Article |
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| Subjects: | |
| Divisions: | Medicine > Vinayaka Mission's Kirupananda Variyar Medical College and Hospital, Salem |
| Depositing User: | Unnamed user with email techsupport@mosys.org |
| Last Modified: | 01 Dec 2025 03:38 |
| URI: | https://vmuir.mosys.org/id/eprint/2120 |
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