Side-eye from the side kid: child sidekicks as disciplinary tools in contemporary video games
Side-eye from the side kid: child sidekicks as disciplinary tools in contemporary video games
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of videogames that centre on the filial bond between a father figure and a child. Bringing these ideas into conversation with each other allows me to expand Zimmerly’s sidekick typology to include the ‘Ludic Gateway’, the ‘Morality Certificate’, and the ‘Disciplinary Tool’. I explore each category in greater depth using two case studies: The Last of Us series (2012; 2014; 2020) and the God of War series (2008; 2018; 2022). These commercially successful, critically acclaimed franchises rely on young deuteragonists to humanize and redeem the gruff, aggressive, violent male player character. Furthermore, the child sidekicks also serve to regulate the player’s in-game behaviour by way of a parasocial relationship. Using a close reading approach, I demonstrate that the supporting child-characters function as meta-critical devices to discipline gaming communities and the video game medium itself.
childhood, video games, interactive texts, digital games, new media, side kicks
247-261
Reay, Emma Joy
07fd9558-6d41-426a-abba-c278b28a78f3
31 October 2024
Reay, Emma Joy
07fd9558-6d41-426a-abba-c278b28a78f3
Reay, Emma Joy
(2024)
Side-eye from the side kid: child sidekicks as disciplinary tools in contemporary video games.
Literature, 4, .
(doi:10.3390/literature4040018).
Abstract
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of videogames that centre on the filial bond between a father figure and a child. Bringing these ideas into conversation with each other allows me to expand Zimmerly’s sidekick typology to include the ‘Ludic Gateway’, the ‘Morality Certificate’, and the ‘Disciplinary Tool’. I explore each category in greater depth using two case studies: The Last of Us series (2012; 2014; 2020) and the God of War series (2008; 2018; 2022). These commercially successful, critically acclaimed franchises rely on young deuteragonists to humanize and redeem the gruff, aggressive, violent male player character. Furthermore, the child sidekicks also serve to regulate the player’s in-game behaviour by way of a parasocial relationship. Using a close reading approach, I demonstrate that the supporting child-characters function as meta-critical devices to discipline gaming communities and the video game medium itself.
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literature-04-00018-v2
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Accepted/In Press date: 29 October 2024
Published date: 31 October 2024
Keywords:
childhood, video games, interactive texts, digital games, new media, side kicks
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Local EPrints ID: 496239
URI: http://eprints.soton.ac.uk/id/eprint/496239
ISSN: 2410-9789
PURE UUID: 967f0b8c-07ad-411e-a877-31b64185f594
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Date deposited: 09 Dec 2024 17:49
Last modified: 22 Aug 2025 02:37
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Author:
Emma Joy Reay
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