ABSTRACT This study explores the representation of neurodiversity, particularly autism, through the character of Symmetra in the popular video game Overwatch 2. By employing the Digital Game Analysis Protocol (DiGAP) and drawing on a range of scholarly sources, this research investigates how Symmetra embodies a set of traits commonly associated with autism, challenging conventional stereotypes. Overwatch 2 actively disrupts the pathological narratives often linked to autism by emphasizing the unique strengths and capabilities of neuroatypical individuals. The analysis extends to examining some players reactions and official statements, demonstrating the potential of video games to promote greater social inclusion and transform public perceptions of neurodiversity. This study underscores the significant role that video games can play as educational tools, contributing to a more inclusive and nuanced cultural understanding of cognitive diversity, thereby enriching the broader discourse on media, representation, and social ideology.
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