Spelbar Maskulinitet: En kvalitativ studie om Yasukes gestaltning och ludiska design i Assassin’s Creed Shadows
2026 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE credits
Student thesisAlternative title
Playable Masculinity : A qualitative study of Yasuke's portrayal and ludic design in Assassin's Creed Shadows (English)
Abstract [sv]
Denna studie undersöker hur maskulinitet konstrueras och kommuniceras genom ludisk design i Assassin's Creed Shadows med fokus på den spelbara karaktären Yasuke. Syftet är att analysera hur regelbaserade system fungerar som kommunikation av sociala normer om maskulinitet. Studien besvarar tre frågeställningar: hur spelet kommunicerar maskulinitet genom Yasukes ludiska design, hur denna kommunikation förhåller sig till hegemonisk maskulinitet, och vilka föreställningar om maskulinitet som förmedlas till spelaren.
Metoden bygger på close playing där spelet spelades under 30 timmar med fokus på Yasukes spelmekanik. Analysen använder Pérez Latorres (2015) fem regeltyper för ludisk design kombinerat med Halls (1980) kodnings- och avkodningsmodell samt Connells (2005) teori om hegemonisk maskulinitet.
Resultaten visar att Assassin's Creed Shadows systematiskt kommunicerar hegemonisk maskulinitet genom alla regeltyper. Performance rules begränsar Yasuke till kraftbaserade handlingar, operational rules ger intensiv feedback vid våld, state rules kvantifierar maskulinitet som numerisk överlägsenhet, rules for inducing behaviour belönar aggression, och game mechanics gör våld till Yasukes kärnmekanik. Studien visar att spelets regelbaserade system styr spelaren mot en dominant avkodning där maskulinitet definieras som våld, kraft och fysisk dominans.
Slutsatsen är att ludisk design fungerar som kommunikation av kulturella normer och att spelindustrin behöver ta större ansvar för hur kön görs spelbart.
Abstract [en]
This study examines how masculinity is constructed and communicated through ludic design in Assassin's Creed Shadows, focusing on the playable character Yasuke. The purpose is to analyze how rule-based systems function as communication of social norms about masculinity. The study answers three research questions: how the game communicates masculinity through Yasuke's ludic design, how this communication relates to hegemonic masculinity, and what notions of masculinity are conveyed to the player.
The method is based on close playing where the game was played for 30 hours with focus on Yasuke's game mechanics. The analysis uses Pérez Latorre's (2015) five rule types for ludic design combined with Hall's (1980) encoding/decoding model and Connell's (2005) theory of hegemonic masculinity.
The results show that Assassin's Creed Shadows systematically communicates hegemonic masculinity through all rule types. Performance rules limit Yasuke to force-based actions, operational rules provide intense feedback for violence, state rules quantify masculinity as numerical superiority, rules for inducing behaviour reward aggression, and game mechanics make violence Yasuke's core game mechanic. The study demonstrates that the game's rule-based systems guide players toward a dominant reading where masculinity is defined as violence, force, and physical dominance.
The conclusion is that ludic design functions as communication of cultural norms and that the game industry needs to take greater responsibility for how gender is made playable.
Place, publisher, year, edition, pages
2026. , p. 49
Keywords [en]
ludic design, masculinity, Assassin's Creed, Yasuke, encoding and decoding, hegemonic masculinity, game studies
Keywords [sv]
ludisk design, maskulinitet, Assassin's Creed, Yasuke, kodning och avkodning, hegemonisk maskulinitet, spelstudier
National Category
Media and Communication Studies
Identifiers
URN: urn:nbn:se:hj:diva-70791OAI: oai:DiVA.org:hj-70791DiVA, id: diva2:2036255
External cooperation
Filip Ynner Lagerqvist
Subject / course
HLK, Media and Communication Studies
Supervisors
Examiners
2026-02-102026-02-062026-02-11Bibliographically approved