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  1. From ‘Cinema Envy’ to Social Media Envy? The Changing Face of Videogame Characterisation in the Age of Platformisation

    It was in Summer 2020 that Seraphine - a ‘virtual influencer’ in the mould of Brüd’s Lil Miquela – began building an audience on Twitter, Instagram and Soundcloud. Each of her posts served to flesh out her persona: that of an anxiety-prone aspiring musician with an ‘adorkably’ girly personal style and a cute pet cat. In September it emerged that Seraphine was a new playable character in e-sports giant Riot’s League of Legends (Riot 2009), a free-to-play ‘multiplayer online battle arena’ funded by the sale of sale of ‘skins’ and cosmetics items that allow players to customise the appearance of their chosen characters. While the character proved highly popular, the launch was not without controversy, with some pundits finding Riot’s bids for ‘relatability’ clumsy and their portrayal of the Seraphine’s mental health issues ‘perverse’ and ‘offensive’ – especially when set against the backdrop of a worsening pandemic (Jackson 2020).

    Milosz Waskiewicz - 25.05.2021 - 14:14