Abstract

Computer games, which have become widespread in the modern cultural space, reflect many phenomena of the real world, the reality surrounding a person, and even aspects of an individual's self-representation. The most important characteristic, finding its representation in a computer-game narrative, is the gender of the characters. In addition, in modern games there is also reflection on the problem of gender. Many modern games try to capture the complexity of the gender image, the correlation between gender and the game world, the presence of stories of world culture in the gender image, mythology and even experiences of philosophical reflection. In modern computer games we can distinguish games with complex gender images within the framework of a complicated game narrative. These games represent the topoi of the internal game space as examples of a certain gaming space-time which shows the gender image in its complexity/simplicity. The au-thor analyzes gender images within the topoi of the game narrative through psychoanalytic and phenomeno-logical registers, as well as two ways of fixing gender characteristics: discursive and semiotic-narrative.

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