Agency, consent and trauma: How narrative shapes player experiences in Baldur’s Gate 3

Video games are frequently emotional experiences, with different kinds of games communicating the potential for emotional impacts to players. These emotional experiences often include investments in characters and game narratives that the player can explore as an avatar. Alongside this, players have grown to expect a certain level of agency in narrative-based role-playing games. This study explores how these elements of player experience are impacted by inclusions of themes of consent and trauma in video game narratives. Using Baldur’s Gate 3 as a recent case study, the project highlights the ways these narrative themes can affect players’ bonds with in-game characters, emotional responses to game content and senses of limited agency within a video game.

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Publication Details

Journal
Journal of Gaming & Virtual Worlds
Published
2025-03-01
DOI
https://doi.org/10.1386/jgvw_00116_1
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
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article

Agency, consent and trauma: How narrative shapes player experiences in Baldur’s Gate 3

Christine Tomlinson
1 citations
Journal of Gaming & Virtual Worlds
Digital Games and Media
4.20
article

Agency, consent and trauma: How narrative shapes player experiences in Baldur’s Gate 3

Christine Tomlinson
article en
1 citations

Abstract

Video games are frequently emotional experiences, with different kinds of games communicating the potential for emotional impacts to players. These emotional experiences often include investments in characters and game narratives that the player can explore as an avatar. Alongside this, players have grown to expect a certain level of agency in narrative-based role-playing games. This study explores how these elements of player experience are impacted by inclusions of themes of consent and trauma in video game narratives. Using Baldur’s Gate 3 as a recent case study, the project highlights the ways these narrative themes can affect players’ bonds with in-game characters, emotional responses to game content and senses of limited agency within a video game.

Journal of Gaming & Virtual WorldsVol. 17(1)
Arizona State University (US)
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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