- journal articleOn myths, stories, models and gamesCatalan Journal of Communication & Cultural Studies
Abstract
While myths tend to be understood as a genre of narrative, I argue that it is more useful to understand myths as models for knowing the world and things in it. In doing so, we can also use myth as a way to understand gameworlds. Games both make use of existing ‘real-world’ myths as well as ‘emulating’ the process in the creation of fictional worlds that we can play within. Understanding games and myths as models allows us to put them together to better analyse how players inhabit and behave within games, and how they interpret them, both with reference to the gameworld itself as a self-contained ‘universe’ as well as with reference to the real-world influences that the developers are undeniably influenced by.
Ford, D. (2025). On myths, stories, models and games. Catalan Journal of Communication & Cultural Studies, 17(2), 285–291. https://doi.org/10.1386/cjcs_00130_7 - journal articleOn fictional games and fictional game studiesEludamos: Journal for Computer Game Culture
Abstract
We explain the concept of fictional games and the theoretical and disciplinary progression that this special issue represents. We summarise the issue and the contributions within it.
Gualeni, S., Fassone, R., & Ford, D. (2025). On fictional games and fictional game studies. Eludamos: Journal for Computer Game Culture, 16(1), 1–5. https://doi.org/10.7557/23.8094 - bookMytholudics: Games and myth
Abstract
Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore.
Myth is taken here not as an object but as a process, a way of expressing meaning. It works to naturalise arbitrary constellations of signs, to connect things in meaning. Behind the phrase ‘just the way it is’ is a process of mythologization that has cemented it.
Mytholudics lays out how this understanding of myth works for the analysis of games. In two sections each analysing five digital games, it then shows how this approach works in practice: one through the lens of heroism and one through monstrosity. These ask questions such as what heroic mythology is constructed in Call of Duty? What do the monsters in The Witcher tell us about the game’s model of the world? How does Hellblade: Senua’s Sacrifice weave a conflict between Norse and Pictish mythology into one between competing models of seeing mental illness?
This method helps to see games and their worlds in the whole. Stories, gameplay, systems, rules, spatial configurations and art styles can all be considered together as contributing to the meaning of the game.
Ford, D. (2025). Mytholudics: Games and myth. De Gruyter Oldenbourg. https://doi.org/10.1515/9783111341743 - chapter“Honor died on the beach”: Constructing Japaneseness through monstrosity in Ghost of TsushimaMonstrosity in games and play: a multidisciplinary examination of the monstrous in contemporary cultures
Abstract
We analyse the depiction of the Mongol invaders in Ghost of Tsushima (Sucker Punch Productions, 2020) through the lens of monstrosity, showing how their depiction is used as a frame to construct a notion of “pure” Japanese identity. To underscore how the Japanese in the game are “pure,” the Mongols are dehumanized and made monstrous through various devices, such as a language barrier, a collection of cultural Mongol artefacts, and their brute force as invaders polluting the established community. Positioned between the categories of “pure” and the “monstrous” is the player character, Jin, a liminal figure who blurs these two categories. Highlighting these depictions of the Japanese, nature, the Mongols and Jin, we consider how the construction of a pure Japan works in favour of bolstering the country’s national reputation.
Ford, D., & Blom, J. (2025). “Honor died on the beach”: Constructing Japaneseness through monstrosity in Ghost of Tsushima. In Stang, S., Meriläinen, M., Blom, J., & Hassan, L. (Eds.), Monstrosity in games and play: a multidisciplinary examination of the monstrous in contemporary cultures (pp. 25–44). Amsterdam University Press. https://doi.org/10.5117/9789463725682_ch01
- journal articleCommunity, alienation and the experience of networks: Gamevironments and theories of communitygamevironments
Abstract
I examine Kerstin Radde-Antweiler’s (2024) updated concept of gamevironments through the lens of community. I introduce two key theories of community and consider how gamevironments relates to them. In particular, I point out that the theoretical links between actants may not be experienced as connections at all, let alone as communities. This raises the question of when and why the connections that gamevironments reveals are experience. Building from Benedict Anderson’s notion of the imagined community, I ask which communities must be unimagined in order to sustain unsustainable or deleterious systems, such as the cobalt miners who make electronic devices possible and their working conditions that make those devices economical. I then turn to datafication, relating it to deep mediatisation and deep gametisation, and consider why the hyperconnectivity on the internet seems to have exacerbated rather than resolved loneliness and alienation. I use a Marxist conception of alienation to show that datafication is fundamentally alienating, and that this impacts on how actant networks are experienced. The implications for gamevironments are that the nuances of different digital infrastructures must be taken into account in any gamevironment, in particular the kinds of connections that are and are not afforded between actants.
Ford, D. (2024). Community, alienation and the experience of networks: Gamevironments and theories of community. gamevironments, 119–143. https://doi.org/10.48783/gameviron.v21.i21.260 - journal articleApproaching FromSoftware’s Souls games as mythTransactions of the Digital Games Research Association
Abstract
FromSoftware’s Souls series comprises five separate fictional worlds, and yet is considered a series with a ‘spiritual’ connection. Although the games share the same developer, special attention has been paid, both in popular discourse and in research, to the distinctive character of FromSoftware’s worldbuilding and storytelling. I argue that a mythological approach allows us to better outline, analyse and put into relation the elements of these games. Mythology is understood as a model for understanding the world, following the work of Frog (2021) and Roland Barthes ([1972] 2009). This builds on mytholudics (Ford 2022), which adapts this understanding for the study of games. Through this, I examine three aspects of a potential Souls mythology: desire and purpose, godhood and divinity, and fire and dark. Additionally, I consider how the Souls community negotiates the Souls gameworlds, relating it to the role of folkloric storytellers in communities.
Ford, D. (2024). Approaching FromSoftware’s Souls games as myth. Transactions of the Digital Games Research Association, 6(3), 31–66. https://doi.org/10.26503/todigra.v6i3.2175
- thesisMytholudics: Understanding games as/through myth
Abstract
This dissertation outlines a mythological framework for understanding how games produce meaning. The central question is: how does a mythological approach help to understand the way games make meaning? I first theorise mythology as it applies to games and play. This is expressed through a cycle showing how mythology is embedded into the production of games as well as how it impacts the playing and interpretation of games. This is then operationalised as a method for the analysis of games. I call my theorisation and analytical approach mytholudics. With this established, I apply mytholudics in ten analyses of individual games or game series, split into two lenses: heroism and monstrosity. Finally, I reflect on these analyses and on mytholudics as an approach.
Mythology here is understood primarily from two theoretical perspectives: Roland Barthes’ theory outlined in Mythologies (1972/2009) and Frog’s (2015, 2021a) understanding of mythology in cultural practice and discourse from a folklore studies perspective. The Barthesian approach establishes myth as a mode of expression rather than as an object, a mode that is therefore prevalent in all forms of media and meaning-making. This mode of expression has naturalisation as a key feature, by which the arbitrariness of second-order signification is masked. Otherwise arbitrary relations between things are made to seem obvious and natural. Frog’s mythic discourse approach understands mythology as “constituted of signs that are emotionally invested by people within a society as models for knowing the world” (2021a, p. 161). Frog outlines mythic discourse analysis as a method which focuses on the comparison of mythic discourse over time and across cultures.
Barthes and Frog broadly share an understanding of mythology as a particular way of communicating an understanding of the world through discourse. From this perspective, mythology is not limited to any genre, medium or cultural context. It can include phenomena as diverse as systems, rules, customs, behaviours, rituals, stories, characters, events, social roles, motifs, spatial configurations, and so on. What is important is how these elements are placed in relation to one another. This stands in contrast to certain understandings of myth which may position it as a narrative genre or a socioreligious function of ‘primitive’ societies. Games consist of the same diverse elements arranged in comparable configurations, and so this perspective highlights the otherwise hidden parallels between mythology and games. Therefore, a mythological approach can help us to understand the game as an organising structure in which different and diverse elements are put into relation with one another in order to produce meaning. To develop this framework, I argue for analysing games as and through myth. Games as myth means viewing the game as an organising structure that works analogously to mythology. Elements are constructed and put into relation with one another within a gameworld, which the player then plays in and interprets. Games through myth means seeing games as embedded within cultural contexts. The cultural context of development affects the mythologies that can be seen to influence the construction of the game, while the cultural context of the player affects how they relate to and interact with the game and the mythologies channelled through it.
With the theorisation and methodology laid out, I exemplify the mytholudic approach by applying it to ten analyses of individual games or game series, split into two chapters of five analyses each.
The first considers the games through the lens of heroism, defined as the positive mythologisation of an individual. To help with comparison and understanding, I outline a number of hero-types, broad categories based on different rhetorics of heroism. These include the hero-victim, the hero-sceptic, the preordained hero and the unsung hero. The examples analysed are the Call of Duty series (2003–2022), The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011), the Assassin’s Creed series (2007–2022), Heaven’s Vault (Inkle, 2019) and Horizon Zero Dawn (Guerrilla Games, 2017).
The second considers the games through the lens of monstrosity, defined broadly as a form of negative mythologisation of an entity. Like with heroes, I outline a number of monster-types based on where their monstrosity is said to come from. These are the monster from within, the monster from without, the artificial monster and the monster of nature. The game examples are Doom (id Software, 1993a), the Pokémon series (Game Freak, 1996–2022), Hellblade: Senua’s Sacrifice (Ninja Theory, 2017), Ghost of Tsushima (Sucker Punch Productions, 2020a) and The Witcher series (CD Projekt Red, 2007–2016).
Finally, I synthesise these two lenses in a chapter reflecting on the hero- and monster-types, all ten analyses and the mytholudic approach in general. I argue that a mytholudic approach helps us to understand how games make meaning because it focuses on the naturalised and hidden premises that go into the construction of games as organising structures. By analysing the underpinnings of those organising structures, we can outline the model for understanding the world that is virtually instantiated and how they are influenced by, influence and relate to models for understanding the world—mythologies—in the real world.
Ford, D. (2022). Mytholudics: Understanding games as/through myth [Doctoral dissertation, IT University of Copenhagen]. https://pure.itu.dk/en/publications/mytholudics-understanding-games-asthrough-myth
- journal articleThe haunting of ancient societies in the Mass Effect trilogy and The Legend of Zelda: Breath of the WildGame Studies
Abstract
I examine the prevalent construction of the long-lost yet technologically more highly-advanced society in the Mass Effect trilogy and The Legend of Zelda: Breath of the Wild. First, I situate this construction within its long history, which finds a common touchstone in the myth of Atlantis. Through the lens of Jacques Derrida's hauntology, I consider how this construction is used in these two popular and prevalent yet different examples to evoke nostalgia for their own fictional pasts. I analyse the ways in which the ghosts of these gameworlds haunt the player in the present, through modalities of threat, nostalgia, lost futures and destiny. These manifest on various levels of the game: the gameworlds' fictional pasts (often overlapping with what would popularly be called a game's "lore"); digital materiality; and the games' spatial environments and the traversal of them. The examples differ in how and why the player interfaces with the gameworlds' ghosts on each layer, opening up some of the potential strategies for this game-internal nostalgia and haunting, while not being exhaustive.
Ford, D. (2021). The haunting of ancient societies in the Mass Effect trilogy and The Legend of Zelda: Breath of the Wild. Game Studies, 21(4). https://gamestudies.org/2104/articles/dom_ford
- conference paperGiantness and excess in Dark SoulsProceedings of the International Conference on the Foundations of Digital Games (FDG '20)
Abstract
Using the Dark Souls series as an example, I examine how a frame of ‘monster of excess’ can be used to read giantness in digital games. The monster of excess finds a paradigmatic example in the giant, an age-old mythic figure still prevalent within digital games. Many elements are directly borrowed or translated from other artistic forms such as film and literature. But, in this paper, I focus on how excess is encoded ludically, and how that links with the more representational and aesthetic depictions of excess within the games. I find that elements such as the camera and the game’s interface, along with the player-character are all affected by giantness, with giants seeming to exist in excess of the games’ established frames.
Ford, D. (2020). Giantness and excess in Dark Souls. In Yannakakis, G. N., Liapis, A., Kyburz, P., Volz, V., Khosmood, F., & Lopes, P. (Eds.), Proceedings of the International Conference on the Foundations of Digital Games (FDG '20). Association for Computing Machinery. https://doi.org/10.1145/3402942.3402966 - conference paperTechno-giants: The giant, the machine and the humanProceedings of the 2020 DiGRA International Conference: Play Everywhere
Abstract
The relationship between humankind and technology is fundamental, but also a longstanding source of unease, particularly as that relationship has become ever more intimate and irreversible. In this paper, I connect this age-old anxiety with the age-old figure of the giant, a monster similarly intertwined with ancient questions on the boundaries of humanity. I focus on two examples: the Human-Reaper larva in Mass Effect 2 and Liberty Prime in Fallout 3 and 4. Although different in approach, these examples demonstrate a use of a phenomenon I call the ‘techno-giant’ to explore and reflect the powerful anxieties in our cultures to do with the future of the human– technology relationship. In particular, both examples expose the human–nonhuman boundary as being exceeding difficult to define and place, despite a constant desire to. The figure of the giant offers a powerful focal point for these representations.
Ford, D. (2020). Techno-giants: The giant, the machine and the human. Proceedings of the 2020 DiGRA International Conference: Play Everywhere. DiGRA. https://doi.org/10.26503/dl.v2020i1.1168
- conference paperBeyond the wall: The boundaries of the neomedieval town in singleplayer roleplaying gamesProceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Abstract
The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gameworlds. They act as quest hubs, goals, centres for action and places of safety. Much of the loop of the game revolves around leaving the city to complete quests, then returning to the city again, and repeat. In this paper, I take a closer look at the boundaries of the city. I begin by proposing a model to help define what a city’s boundary is and how it is expressed to the player. Then, I look at how and why players cross those borders back and forth. Through this, I hope to facilitate a better understanding of how the city functions in roleplaying games, and how the ways in which it produces boundaries alters and affects how players interact with the gameworld.
Ford, D. (2019). Beyond the wall: The boundaries of the neomedieval town in singleplayer roleplaying games. Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. DiGRA. https://doi.org/10.26503/dl.v2019i1.1073 - thesisThe giant in digital roleplaying games
Abstract
Too monstrous to be truly accepted, too human to be entirely and comfortably cast out. The giant has traditionally held a unique position amongst monsters, an "Intimate Stranger" (Cohen, 1999, p. xi) who threatens the boundaries of the categories we impose upon the self, society and culture. In this thesis, I consider what the position of the giant is in digital roleplaying games and how digital games provide a new and particular arena for the giant. A familiar figure in myth and legend and no less familiar in digital games, I combine traditional monster theory and scholarship on giants with work on videogame monsters and digital game research more broadly. To do this, I first introduce the figure of the giant and its definition and then undertake a brief literature review, summing up the present state of videogame monster research and other theories which are relevant to my thinking and arguments. Then, I consider the giant in digital roleplaying games through three lenses. First, as monsters of excess, a perspective that considers giants as an exaggerated manifestation of those traits which we deem monstrous when taken to their extremes. Second, as technological giants: giant robots, cyborgs and so on whose appearance as giants links the age-old figure of the giant with our more current anxieties regarding our future and our increasingly intimate relationship with technology. Finally, as aspects of nature: giants that seem to be more a living part of the gameworld than as a horrifying and excessive human monster. I explore how these giants seem to relate more to how we think of and understand our relationship with nature, from its sublime beauty to its hostile wildernesses. To conclude, I attempt to draw these perspectives together to gain an oversight on what role the giant plays within digital roleplaying games, arguing that the giant is a particular figure used to consider and work through our socio-cultural anxieties at the most fundamental level and is one that requires medium-specific consideration within game studies.
Ford, D. (2019). The giant in digital roleplaying games [Master's thesis, IT University of Copenhagen]. https://doi.org/10.13140/RG.2.2.32717.90089/2
- journal article“eXplore, eXpand, eXploit, eXterminate”: Affective writing of postcolonial history and education in Civilization VGame Studies
Abstract
Civilization V as one of the most successful and definitive works of the 4X videogame genre presents a clear narrative of empire-building that, I will argue, is problematic when set against postcolonial theory. With many studies lauding the series for its educational capacities I argue that with an affective turn to the role of the player, the game’s homogenization of narratives of societal progression reinforces a Western-centric notion of history. This co-opts non-colonial societies into imperialism, while in the process silencing their histories. For this study, I will read the game’s goals and mechanics through postcolonial theorists such as Gayatri Chakravorty Spivak and Michel-Rolph Trouillot, and then turn to affect theory to consider what role the player takes in writing this history. To conclude, I will consider what implications this has on the use of 4X games like Civilization V for education and the conception of history in the minds of the players, drawing on other recent scholars who have similarly problematized the series.
Ford, D. (2016). “eXplore, eXpand, eXploit, eXterminate”: Affective writing of postcolonial history and education in Civilization V. Game Studies, 16(2). https://gamestudies.org/1602/articles/ford - thesisGods from the machine: Godhood and morality in roleplaying videogames
Abstract
This dissertation aims to situate moral play under a structure of godhood. This comprise two distinct but intertwining elements: the player-as-god and diegetic gods. The player-as-god is a concept I will outline that describes the player-avatar relationship as a dualistic notion that encompasses the avatar as a distinct, diegetic character, and the player as a controlling being who transcends the gameworld. The two collide in player-avatar relationships to create a ‘fantasy self’, as Katherine Isbister terms, that is neither solely player nor avatar. The player-as-god, as both transcendental but simultaneously native to the gameworld, must forge new moral and social frameworks according to the different ontological and cosmological fundamentals of the created gameworld. These frameworks, I will argue, are predicated on higher diegetic powers that guide and inform the player-as-god. I will examine this topic through four case studies. In Grand Theft Auto V, I will illustrate the player-as-god as part of a player-avatar relationship that involves a pre-characterised avatar, in the form of GTA V's playable protagonists. In The Elder Scrolls V: Skyrim, I will analyse a more ‘blank slate’ avatar in the player-avatar relationship, and consider how the player-as-god is directed by diegetic gameworld gods and higher powers. In Diablo III, I will explore the highly intertextual nature of its moral framework, as it borrows extensively from Judeo-Christian tradition. Finally, in Dark Souls I will add a moral dimension to Daniel Vella’s notion of the ludic sublime, examine how moral futility is instituted in the game’s lore and mechanics.
Ford, D. (2016). Gods from the machine: Godhood and morality in roleplaying videogames [Master's thesis, University of Exeter]. http://rgdoi.net/10.13140/RG.2.2.29690.75206