DiGRA 2025 Workshop Gallery
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DiGRA 2025 Workshop Gallery ☆
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The workshop "Gendered Narratives in Japanese Gaming: Power, Play, and Cultural Imagination" was held on the first day of DiGRA that took place from June 30 to July 4. It brought together scholars and participants to critically examine how gender shapes narratives, mechanics, and cultural perceptions in Japanese video games. Structured around four core presentations and interactive group activities, the workshop explored gender as a key category of analysis in both historical and contemporary gaming contexts.
The presentations addressed diverse themes: the domestication of video games and the construction of boyhood in 1980s Japan; monstrous femininity in historical otome games; the apocalyptic figure of the giant woman as a gendered metaphor; and the girl detective as a site of both empowerment and constraint in mystery games. Although we ran out of time during the Q&A, we still had a short, but lively discussion on the cultural and narrative implications of gendered tropes in gaming.
Following the talks, participants engaged in a two-part interactive session. First, they reflected on personal gaming memories in relation to gender and regional gaming cultures, identifying cross-cultural parallels. In the second part, each group was invited to creatively reimagine gaming conventions by designing original game characters and developing corresponding trading cards. These cards visually and narratively captured the group’s critical reflections, incorporating themes discussed earlier in the workshop. Participants considered mechanics, representation, and cultural specificity, while also grappling with issues of inclusivity and global appeal.
With over 20 participants, the session offered an interdisciplinary and generative space to historicize gendered archetypes in Japanese gaming while fostering collaborative, critical engagement through design.
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1. To critically examine how gender serves as a category of analysis, influencing narratives, mechanics, and cultural perceptions within Japanese video games
2. To explore the polymorphous nature of gender and its multiple sites of manifestation in gaming, situating it as a transversal field that shapes the cultural and historical dynamics of games in and outside Japan
3. To facilitate in-depth discussions and collaborations among scholars and participants regarding gendered narratives in gaming
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These cards reflected the group’s critical discussions while also showcasing a high level of creativity and humor. Some trading cards took a playful approach, while others were deeply thought-provoking—resulting in a vibrant mix that captured the spirit of the workshop. Everyone seemed to have a blast, and the energy in the room was both intellectually stimulating and genuinely fun.es here