بازی‌های رایانه‌ای به‌مثابه متن فرهنگی: تحلیل بازنمایی هویت در روایت‌های تعاملی

نوع مقاله : علمی ـ پژوهشی

نویسنده

استادیار گروه هنرهای رسانه‌ای، دانشکده دین و رسانه، دانشگاه صداوسیما، قم، ایران

10.30465/ismc.2025.51170.2932
چکیده
پژوهش حاضر به بررسی چگونگی بازنمایی هویت‌های فرهنگی در روایت‌های تعاملی بازی‌های رایانه‌ای می‌پردازد. مسئله‌ی اصلی تحقیق آن است که روایت‌های تعاملی چگونه از طریق سازوکار انتخاب، تصمیم و عاملیت کاربر، به بازتولید یا دگرگونی هویت‌های فرهنگی منجر می‌شوند. هدف پژوهش، تبیین رابطه میان روایت تعاملی، عاملیت و بازنمایی فرهنگی در بازی‌ها و شناسایی مؤلفه‌های اصلی این بازنمایی است. روش پژوهش کیفی و تفسیری است و با بهره‌گیری از تحلیل محتوای فرهنگی و نشانه‌شناسی روایی انجام شده است. داده‌ها از طریق مشاهده تحلیلی و بازی‌گردی نظام‌مند در ۳۰ بازی منتخب گردآوری و با روش مثلث‌سازی درون‌متنی تحلیل شدند. یافته‌ها نشان می‌دهد که هرچه میزان تعاملی‌بودن روایت و آزادی انتخاب کاربر افزایش یابد، بازنمایی فرهنگی از حالت ایستا به پویایی چندلایه تبدیل می‌شود. بازی‌های دارای ساختارهای چندمسیره و تصمیم‌محور امکان بازنمایی متکثر و انتقادی‌تری از فرهنگ‌ها را فراهم می‌آورند، در حالی که بازی‌های خطی‌تر غالباً بازنمایی‌هایی کلیشه‌ای و تقلیل‌یافته ارائه می‌دهند. نتایج نهایی تأکید دارد که بازی‌های رایانه‌ای باید به‌عنوان فضاهای فرهنگی پویا در نظر گرفته شوند که در آن معنا و هویت در فرایند تعامل و انتخاب شکل می‌گیرد. این پژوهش بر ضرورت توجه به حساسیت‌های فرهنگی در طراحی بازی‌ها و توسعه‌ی مطالعات میان‌رشته‌ای در این حوزه تأکید می‌کند.

کلیدواژه‌ها


عنوان مقاله English

Video Games as Cultural Texts: An Analysis of Identity Representation in Interactive Narratives

نویسنده English

Ali Razizadeh
Assistant Professor in Department of Media Arts, Religion and Media Faculty, IRIB University, Qom, Iran
چکیده English

Introduction
In recent decades, video games have evolved from simple entertainment products into complex cultural artifacts that actively shape social meanings and collective identities. As hybrid media integrating narrative, visual design, and interactivity, they operate as semiotic systems through which culture is simultaneously represented and performed. Within this framework, interactive narratives represent a transformative mode of storytelling that transfers narrative authority from the designer to the player and turns the act of play into an ongoing process of cultural negotiation.
This study explores how interactive narratives represent and reconstruct cultural identity within computer games. It examines which components within these narratives function as indicators of cultural representation, how narrative and interactive mechanisms contribute to shaping such representations, and to what extent games can be understood as cultural systems rather than mere entertainment platforms. Digital games are approached as performative cultural texts in which culture and identity are not pre-established but emerge through dynamic processes of interaction. The study seeks to conceptualize the game world as a narrative ecosystem where cultural meaning is continuously produced, negotiated, and redefined through the agency of the player.
Materials and Methods
The research employs a qualitative and interpretive methodology grounded in systematic content analysis and narrative semiotics. A purposive sample of thirty narrative-driven games released between 2004 and 2024 was selected, encompassing diverse genres and cultural settings, from role-playing and adventure titles to cinematic story games.
Data collection involved analytical playthroughs conducted by the researcher, who documented narrative progression, character dialogues, spatial design, and interactive decision points. Each game was analyzed as a multilayered cultural text combining story, image, and gameplay mechanics.
Through iterative analysis, thirteen core components of cultural representation were identified, encompassing elements such as narrative agency, moral choice, identity negotiation, and the depiction of gender, ethnicity, and social hierarchy. These components were examined across three interrelated interpretive dimensions, narrative and structural presence, visual and design articulation, and ideological or thematic depth. To ensure analytical rigor, an intra-textual triangulation method was employed, validating cultural indicators only when they appeared consistently across the narrative, visual, and mechanical layers of the game. This approach enabled the tracing of meaning within the game’s own textual fabric, demonstrating that cultural identity is embedded in its structural design rather than externally imposed.
Discussion and Results
Findings demonstrate that cultural identity in video games is a process of interaction rather than depiction. Culture functions within gameplay not as background but as a structural and performative element that guides decision-making, moral evaluation, and narrative outcome.
At the narrative level, interactive branching structures foster cultural pluralism by enabling multiple perspectives and possible worlds. Games such as Detroit: Become Human and Life is Strange 2 exemplify this by transforming ethical and cultural choice into mechanisms of storytelling. Each decision reconfigures the game’s moral landscape, turning the narrative into a dialogue between design and player interpretation. Conversely, linear or tightly scripted games limit interpretive agency and tend to reproduce reductive or stereotypical cultural images.
At the representational level, identity categories such as gender, ethnicity, and class were found to be key mediators of cultural meaning. Titles like The Witcher 3: Wild Hunt and Ghost of Tsushima achieve authenticity by embedding cultural motifs in character design, moral dilemmas, and environmental storytelling. These games frame culture as lived experience, not as static heritage. In contrast, games relying on token diversity or exoticized imagery risk reinforcing cultural hierarchies rather than challenging them.
A third major finding concerns player agency as a site of cultural negotiation. Interactivity transforms players into co-authors of cultural meaning. The player’s ethical and aesthetic choices influence how identity is performed within the game world. In some cases, such as Assassin’s Creed: Valhalla or Skyrim, the player can literally inhabit different cultural roles, adopting or rejecting specific values and traditions. This performative flexibility makes games a unique space for exploring hybrid or fluid identities that reflect the globalized cultural condition.
Furthermore, the study found that interactive narratives can articulate critical and counter-hegemonic positions. By offering alternative story paths or allowing players to challenge dominant moral codes, games open space for resistance to cultural stereotypes. In this sense, interactivity serves not merely as a design mechanic but as a form of cultural critique.
The data also reveal that the depth of cultural representation correlates strongly with the degree of narrative interactivity. Games with extensive player choice and multiple narrative branches tend to produce layered, self-reflexive depictions of identity, whereas linear structures encourage repetition of established tropes. This suggests that interactivity functions as an epistemological condition for cultural complexity in digital narratives.
The comparative analysis of thirty titles demonstrates that cultural identity operates simultaneously along three interrelated axes. The reflective dimension reproduces established cultural frameworks, the critical dimension challenges and reshapes dominant cultural assumptions, and the intercultural dimension fosters interaction among diverse traditions and value systems. These dimensions often converge within individual texts, creating tensions and ambiguities that enrich the aesthetic and ideological fabric of contemporary digital storytelling.
Conclusion
This study argues that video games function as cultural systems of meaning-making in which identity emerges through the interaction of narrative, interactivity, and representation. By identifying core elements such as narrative design, symbolic imagery, and moral choice, the research demonstrates how games construct and mediate cultural experience. Interactive narratives enable players to perform, challenge, and reinterpret cultural meanings, revealing cultural identity as a fluid and participatory process rather than a fixed essence. The study’s main contribution lies in its intra-textual approach, positioning culture within the formal design of games instead of external contexts. This framework offers new insight into how meaning and identity are co-produced through gameplay mechanics and storytelling structures. While the analysis is limited to textual and structural aspects, it suggests future directions in genre comparison and player ethnography. Practically, the findings highlight the cultural power of games, urging developers and policymakers to integrate cultural expertise into narrative design. Ultimately, interactive storytelling transforms games into dynamic cultural spaces where meaning is enacted through choice and imagination, and identity is continuously reshaped through participation.

کلیدواژه‌ها English

Video Game Studies
Cultural Text
Cultural Identity
Interactive Narrative
Player Agency
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دوره 15، شماره 1 - شماره پیاپی 29
بهار و تابستان 1404
شهریور 1404
صفحه 365-396

  • تاریخ دریافت 10 اسفند 1403
  • تاریخ بازنگری 14 آبان 1404
  • تاریخ پذیرش 14 آبان 1404
  • تاریخ انتشار 01 شهریور 1404