Critical Analysis
Perreault, M. F., Perreault, G. P., Jenkins, J., & Morrison, A. (2018). Depictions of Female Protagonists in Digital Games: A Narrative Analysis of 2013 DICE Award-Winning Digital Games. Games and Culture, 13(8), 843-860. (ACCESSED ON 08-01-2025)
https://doi.org/10.1177/1555412016679584
The research paper, Depictions of Female Protagonists in Digital Games: In the work of Mildred F. Perreault, Gregory Pearson Perreault, Joy Jenkins, and Ariel Morrison, A Narrative Analysis of 2013 DICE Award Winning Digital Games looks at the depiction of female protagonists in digital games. The combined expertise of the authors in the areas of media sociology, gender studies and narrative theory are brought to bear on a discussion of how female characters in these games serve to both perpetuate and contest traditional gender norms. Their multidisciplinary approach enhances the depth and relevance of their arguments, providing a nuanced examination of gender representation in games like Bioshock Infinite, The Last of Us, Tomb Raider, and Beyond: Two Souls.
Then the authors, on pages 4 and 5 of the paper specifically, start to talk about Elizabeth, one of the central characters in Bioshock Infinite, and examine her depiction within the game’s narrative. It emphasizes the duality of Elizabeth as both the saviour figure, revered in the game’s fiction world and a victim of being saddled with her extraordinary abilities. She is a character who has a duality of power: she can create what some might call 'tears' into alternate dimensions, something that both booker DeWitt is wholly reliant on for completing his mission and is equally dangerous for those who seek to control her. The article highlights the conflict between Elizabeth’s empowerment and helplessness toward male characters and theorizes that her chronicles expose larger cultural ambivalence toward women’s freedom and self‐support.
In order to build their argument the authors situate Elizabeth’s character within the milieu of gender studies and narrative theory. Lastly, they analyze how her character changes from an innocent captive, represented through her initial costume and her angelic captor statue, into a more self-aware and more capable character. By transforming to a more revealing outfit, her characterization is complicated in the narrative and visually. Her dependence on Booker as a protector continues traditional gender dynamics in gaming narratives, but her abilities and moral guidance provide a counter-example of what women are seen to be able to do, or how they should act, within gaming narratives. By juxtaposing these two images, the authors are able to examine the more subtle ways in which an Elizabethan character at once subverts and reinforces familiar tropes. The greatest strength of the paper is its use of cultural and historical context in support of its analysis. The authors tie Elizabeth’s narrative to 2013 which saw the beginning of next-generation consoles and the gaming industry’s ambition to take storytelling to the new level. Considering games from a broader focus, this conceptualization points to an examination of digital games as cultural artefacts which reflect, as well as influence, societal attitudes towards gender. Yet, by anchoring their analysis in the dynamic between technological innovation and narrative complexity, the authors help to show what games can do to challenge stereotypes, without losing sight of constraints imposed by industrial norms and consumer expectations.
In addition, the arguments presented on these pages are of particular strength for many reasons. Then, the authors specifically discuss how Elizabeth’s roles as both a saviour and a victim is a critical examination of the convention of how female characters in games are too easily classified by the male protagonist’s viewpoint. Across both King’s and Craig’s narratives, it is Elizabeth’s ability to create dimensional tears that both saves and imprisons her, a common trope which celebrates and contains women’s power. Second, the author’s analysis of how Elizabeth is altered both at the visual and narrative level provide insight into the difficulties of representing femininity in digital games. More broadly, they move past simplistic critiques of character sexualization to see how visual and narrative elements interact to put this character both as empowering and constrained.
The text aims to present a critical discussion of gender representation in digital games by applying Elizabeth as a case study to discuss larger patterns and contests in the industry. The authors aspire to illustrate how games such as Bioshock Infinite act as cultural texts that both reflect and contradict social mores. Using narrative theory and gender studies, they explore Elizabeth’s character to demonstrate how digital games present the opportunity to develop richer, more varied portrayals of women. However, they recognize the restrictions of these illustrations, and insist on further work being done on how female characters are shown.
The significance of the authors’ arguments exists in their capacity to close the gap between academic analysis and practical ramifications for the gaming industry. Finally, their discussion of Elizabeth’s character asks players and scholars to think about how narrative and visual clues combine to create a gendered identity in games. The authors critique the use of male-centred perspectives and traditional tropes and their reliance on them in order to flesh out a new roadmap for equitable and innovative storytelling in digital games.
In summary, pages 4 and 5 of the research paper provide an in-depth and thought-provoking analysis of Elizabeth’s characterization in Bioshock Infinite while highlighting its intricacies and equivocations. This is interdisciplinarity at work: the author draws on narrative theory and gender studies to look at the changing way in which women are represented in digital games. Their analysis makes the point that, by studying games as a cultural artefact that reflects the values of society but also constructs and reproduces attitudes, the stories that we tell in them can be more diverse and nuanced. Engaging with these themes, the paper feeds into an existing conversation in game studies about the role of digital games in an endeavour to counter and redefine gender norms and thus constitutes a worthy piece to this discussion.














