Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite

In this article, I analyze the 2013 video game BioShock Infinite as a popular site for the visual display of (in)justice and (im)morality. I contend that it is not so much the game’s ludic elements but its visuality that most forcefully makes a compelling argument against the oppression and discrimi...

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Main Author: Stefan Schubert
Format: Article
Language:English
Published: European Association for American Studies 2019-03-01
Series:European Journal of American Studies
Subjects:
Online Access:https://journals.openedition.org/ejas/14089
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author Stefan Schubert
author_facet Stefan Schubert
author_sort Stefan Schubert
collection DOAJ
description In this article, I analyze the 2013 video game BioShock Infinite as a popular site for the visual display of (in)justice and (im)morality. I contend that it is not so much the game’s ludic elements but its visuality that most forcefully makes a compelling argument against the oppression and discrimination found in the game’s fictional world, the city of Columbia. The game’s visual elements—as part of its larger plot, its narrative background, and the way history is depicted—particularly work to highlight racial and social injustice at the core of Columbia’s society. In turn, the game suggests to draw parallels between these fictional representations and actual US society at the beginning of the twentieth century.
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spelling doaj-art-c6acf9dc26524873a79cb0952877db2c2025-01-06T09:08:55ZengEuropean Association for American StudiesEuropean Journal of American Studies1991-93362019-03-0113410.4000/ejas.14089Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock InfiniteStefan SchubertIn this article, I analyze the 2013 video game BioShock Infinite as a popular site for the visual display of (in)justice and (im)morality. I contend that it is not so much the game’s ludic elements but its visuality that most forcefully makes a compelling argument against the oppression and discrimination found in the game’s fictional world, the city of Columbia. The game’s visual elements—as part of its larger plot, its narrative background, and the way history is depicted—particularly work to highlight racial and social injustice at the core of Columbia’s society. In turn, the game suggests to draw parallels between these fictional representations and actual US society at the beginning of the twentieth century.https://journals.openedition.org/ejas/14089classracenarrativeplayUS historyvisuality
spellingShingle Stefan Schubert
Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
European Journal of American Studies
class
race
narrative
play
US history
visuality
title Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
title_full Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
title_fullStr Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
title_full_unstemmed Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
title_short Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite
title_sort dystopia in the skies negotiating justice and morality on screen in the video game bioshock infinite
topic class
race
narrative
play
US history
visuality
url https://journals.openedition.org/ejas/14089
work_keys_str_mv AT stefanschubert dystopiaintheskiesnegotiatingjusticeandmoralityonscreeninthevideogamebioshockinfinite