Žene koje vole vampire: Analiza popularnosti lika Astariona iz video–igare Baldur's Gate 3 među igračima koji nisu muškarci
DOI:
https://doi.org/10.21301/eap.v21i1.11Ključne reči:
video igre, vampiri, ženska perspektiva, popularna kultura, digitalna antropologija, Baldur’s Gate 3Apstrakt
Iako je evidentno da danas sve više žena igra video igre svih žanrova, video igre se u javnom diskursu često tretiraju kao medij isključivo za muškarce. U skladu sa ovim stereotipom, likovi iz video igrara su najčešće napravljeni upravo po ukusu muškaraca. Međutim, kada je 2023. izašla video igra Baldur’s Gate 3 (treći deo sada već legendarne franšize) bilo je evidentno da je lik pod imenom Astarion postao izuzetno popularan među ženskim igračima – brojni fanovii u online zajednicama su izražavali koliko im se lik dopada, kreirajući značajan broj fan–medija o njemu. Interesantan aspekt je to da je Astarion predstavljen kao vampir, biće koje je izuzetno bitno u popularnoj kulturi još od 19. veka. Igranjem igrice se može uvideti da je Astarionova priča vrlo razrađena i povezana sa bitnim temama seksualnog nasilja i telesne autonomije. S obzirom da su priče o muškom seksualnom nasilju retke, a još ređe kad je reč o likovima vampira (koji su neretko prikazani kao monstrumi i predatori koji vrše zlostavljanje), istraživanje ulazi u analizu toga na koji način je ovaj narativ povezao sa arhetipom, te kako se oni uklapaju jedan u drugog kroz utvrđene teme seksualnosti. Na osnovu toga dalje se ulazi u pregled toga zašto se upravo ovakav lik sviđa fanovima, koliku ulogu u tome igra sam vampir, a koliko je reč o narrative koji u obzir uzima ženska iskustva traume. Analizirajući intervjue sa ženskim i ne–binarnim fanovima igrice, rad nudi odgovor šta to lik Astariona čini takvim da se on uklapa u žensku perspektivu, kao i to zbog čega to ima veze sa njegovim vampirskim odlikama. Konačna ideja je da arhetip vampira sa sobom nosi poznate i već popularne metafore seksualnosti koje igrica dalje prilagođava relevantnim temama, dok medijum video igre i sama kompleksnost narativa nude ne–muškim igračima sredstvo i agens pomoću kojeg oni/r mogu da se povežu sa likom i osete aktivnim delom narativa o seksualnom zlostravljanju, odnosno nečemu što je često deo njihovog iskustva.
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