Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backgrounds in (2001) and (2009), this paper considers how real-world socioeconomic class markers and racial stereotypes have been repeatedly associated with fictitious races such as orcs, dwarves, and elves. Class is an understudied axis of identity in media studies and this research scrutinizes how developers construct socioeconomic class, particularly through character-creator interfaces. We begin by building a theoretical repertoire for studying identity in digital game interfaces while also scrutinizing long-established discourses of race and gender in the fantasy genre. We then analyze the hierarchies embedded in both games' character creators, connecting them with broader gameplay and narrative themes and contextualizing them in established media stereotypes and existing scholarship.
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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC10620063 | PMC |
http://dx.doi.org/10.1177/15554120221150342 | DOI Listing |
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