Year: 2025
Type: article
Abstract: Video games that depict historical facets of marginalisation in the Victorian Age provide spaces to engage with the dynamics of oppression, motivate players to use existing rules creatively, and to innovate new ways of resistance against both the rules of the game and the oppression they illustrate. Highlighting the overlap of literal and structural queernessin case studies of two neo-Victorian games, Sherlock Holmes: Chapter One (2021) and Max Gentlemen Sexy Business! (2020), this article traces how games that reimagine the Victorian era encourage players to engage critically with historical social structures through playful attitudes and what Bo Ruberg calls ‘queer play’.
DOI: 10.63886/fevf4928
Authors: Sarah Beyvers, Sarah Faber
Institution: University of Passau
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
SDG: Reduced inequalities
Open Access status: hybrid
OpenAlex ID: W4413743468
