Interactive Storytelling: Video Games as Cultural Texts in Digital Humanities
Interactive
Storytelling: Video Games as Cultural Texts in Digital Humanities
Interactive Storytelling: Video Games
as Cultural Texts in Digital Humanities
For a long time, the term “cultural
text” has been reserved for novels, plays, poems, and films—works that clearly
belonged to the humanities. Yet in today’s digital age, video games have grown
into one of the most important cultural forms of storytelling. They are not
only entertainment but also artifacts that reflect social histories, values,
and struggles. Within the field of Digital Humanities (DH), video games
are now examined as serious cultural texts, worthy of the same critical
attention as books or cinema.
What makes games distinct is their interactivity.
Unlike traditional media, video games allow players to actively shape stories,
take on roles, and make choices that carry consequences. This makes them
powerful cultural texts and a vital subject of study for anyone interested in
how digital culture influence’s identity, history, and human experience.
Storytelling in a New Medium
Stories have always been central to
human life. From myths and epics to novels and films, storytelling helps
societies preserve memory and shape imagination. Video games extend this
tradition but add a new layer: active participation.
In a novel, the reader turns pages,
but the story unfolds exactly as the author wrote it. In a game, however, the
player’s actions matter. In role-playing games such as The Witcher 3 or Mass
Effect, the player decides how characters respond to moral dilemmas,
shaping not just dialogue but the direction of the narrative. The story is no
longer fixed; it adapts to choices.
For digital humanities scholars, this
interactivity is key. Games are not simply stories told to players; they are
systems where storytelling emerges through interaction.
Games as Windows into Culture
Video games also function as cultural
mirrors. They reflect the hopes, anxieties, and histories of the societies that
produce them.
- History and Memory: Games such as Assassin’s
Creed recreate past worlds—whether Renaissance Florence or Ancient
Egypt—inviting players to “walk” through history. Although these
reconstructions blend fact and fiction, they raise questions about how
history is represented and remembered.
- Politics and Society: Independent titles like Papers,
please turn everyday bureaucracy into a moral challenge. By making
players act as immigration officers, the game highlights the tension
between survival, law, and compassion, echoing real-world debates about
borders and state authority.
- Identity and Representation: Games also influence how race,
gender, and sexuality are understood. Narratives in Life is Strange
or Gone Home focus on LGBTQ+ experiences, offering stories often
overlooked in mainstream media. These games expand cultural recognition
and challenge stereotypes about who gets to be at the center of a story.
Through these examples, it becomes
clear that games deserve analysis as cultural texts because they capture not
only entertainment but also the social fabric of their times.
Meaning Through Participation
What sets games apart from novels or
films is that interpretation does not happen only after the story—it happens
during it. Meaning is co-created by both the designer and the player.
Consider Detroit: Become Human.
The story follows androids fighting for freedom, but the outcome depends on
player decisions. Each choice opens or closes narrative paths, producing
multiple possible endings. The text here is not fixed—it evolves with every
playthrough.
Other games, such as Minecraft
or The Sims, offer no single storyline at all. Instead, players build
their own worlds and experiences, creating personal stories that exist only
within their unique gameplay.
Digital humanities see this as a
shift in authorship. The “author” of the story is both the developer who
designs the world and the player who interacts with it.
Educational and Public Value
The study of games as cultural texts
has strong potential for both education and public engagement.
- In the Classroom: Students can analyse how games
represent history, politics, or identity, comparing virtual depictions
with primary sources. For example, comparing Civilization with
historical documents reveals where entertainment diverges from fact.
- Digital Literacy: Games train players to
navigate interfaces, evaluate systems, and collaborate online. Studying
them equips students with digital literacy skills crucial for today’s
world.
- Public Humanities: Beyond universities, museums
and libraries now create game-inspired exhibits, and communities build
“mods” that reshape existing games. These practices allow cultural
heritage to be shared in playful, interactive ways.
By blending entertainment with
critical engagement, games serve as bridges between academic research and
public experience.
Ethical and Cultural Questions
As with any cultural text, games
bring challenges that require careful reflection.
- Representation: Many mainstream games still
rely on stereotypes or exclude marginalized groups. Critics point out that
depictions of certain regions—such as the Middle East in war
games—reinforce harmful cultural assumptions.
- Violence: While research does not draw simple links
between games and behaviour, the prevalence of simulated violence raises
ethical questions about what kinds of experiences we normalize.
- Accessibility: Not everyone has access to
gaming technology. Socioeconomic divides shape who can participate in this
cultural form.
- Commercial Influence: As part of a billion-dollar
industry, games are driven by corporate interests. This raises questions
about artistic freedom and the tension between meaningful storytelling and
profit.
These concerns remind us that while
games are valuable cultural texts, they must be studied with a critical eye.
Communities and Shared Stories
Unlike most traditional cultural
forms, games thrive on community.
- Fan Cultures: Players create fan art, fan
fiction, and online discussions that extend the meaning of games far
beyond their original design.
- Mods: Modding communities alter games by adding new
characters, environments, or narratives, allowing alternative cultural
voices to emerge.
- Streaming and Esports: Platforms like Twitch turn
gameplay into a live performance, where audiences share in the story as it
unfolds.
These practices highlight how games
are not static objects but cultural ecosystems shaped by communities as much as
by developers.
Looking Ahead
With advances in virtual reality and
augmented reality, the role of games in digital humanities is set to expand
even further. Immersive technologies will make it possible to walk through
reconstructed historical sites or step inside narratives that mix fact with
imagination.
Serious games are also emerging as
tools for research, healthcare, and social change—demonstrating that games are
not only cultural texts but also practical tools for addressing contemporary
issues.
Video games as cultural texts invite
us to rethink storytelling in the digital age. They combine narrative,
technology, and interactivity in ways that reshape how culture is produced and
understood. By placing players inside stories, they transform audiences into
participants, blurring the line between creator and consumer.
Within digital humanities, the study
of games underscores their power to reflect cultural identities, question
social structures, and build communities. They remind us that culture is no
longer something to be observed from a distance. It is something we play
through, contribute to, and share.
Far from being just entertainment,
video games are among the most vibrant cultural texts of our time—challenging,
participatory, and deeply human.
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