4.3 Article

Reflecting on Celeste: Abstracting Trans Representation

期刊

GAMES AND CULTURE
卷 -, 期 -, 页码 -

出版社

SAGE PUBLICATIONS INC
DOI: 10.1177/15554120231204148

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transgender; phenomenology; queer game studies; fandom; Celeste; representation

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This article examines transgender representation and interpretation in the game "Celeste." It argues that the value of transgender artwork lies beyond physical attributes and suggests that abstract and conceptual representation allows for more creative and intersectional forms of art.
Transgender representation is a complex subject and what constitutes good and bad representations has been scrutinized by trans, feminist and queer scholars, as well as fans of visual culture. A significant case study in trans representation and interpretation is the platformer Celeste (2018). The game's passionate and active fandom began to speculate about the potential trans narratives present in the game, including whether the main character, Madeline, was a trans woman. In 2020, game director Maddy Thorson confirmed that Madeline was trans. While many fans celebrated this retroactive identification, the value of Celeste as a trans artwork lies beyond Madeline's trans body. This article argues that, while representation matters, abstract or conceptual trans representation is an important tool that avoids conditional and limited trans representations that rely on a specific type of body. Abstraction centres experience, allowing for more creative, playful and intersectional ways of art becoming trans.

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