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Global Androgyny and Futurisms: The Performativity of Anima/Animus in Contemporary Video Games

Global Androgyny and Futurisms: The Performativity of Anima/Animus in Contemporary Video Games
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Author(s): Manodip Chakraborty (G. L. Bajaj Group of Institution, Mathura, India)
Copyright: 2022
Pages: 7
Source title: Exploring Gender Studies and Feminism Through Literature and Media
Source Author(s)/Editor(s): Gyanabati Khuraijam (National Institute of Technology, Agartala, India)
DOI: 10.4018/978-1-6684-6572-1.ch002

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Abstract

The derivation of gender superiority is a societal construct that must distribute itself in a hegemonic axis to produce discursive subjects. With postmodern disillusionment, the potentiality of a hegemonic habitus has shifted towards the digital platform. Much has been analyzed about this form, but video games remained outside the periphery – smoothly constructing the mass ideology. Contemporary video games with their simulated morphism can not only alter the player's consciousness but also can provide a release from their inner taboos. The gamer can exhibit freely his/her anima/animus, which is a restricted content in society and paid the price by being under continuous surveillance. This chapter thus proposes to analyse contemporary video games and how these video games with their augmented enhancements can alter the gamer's perception and thereby bring about an entire change in the persona – leading to a world of global androgyny.

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