Playing with Identity

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Authors: Tison Pugh, Lynn Tarte Ramey
Cited by: 0

Abstract

Literature and video games reflect and influence cultural understandings of identity, as evident in the depictions of the characters in J.K. Rowling’s Harry Potter series and its video game adaptation as Hogwarts Legacy . Identity formation is shaped by a myriad of factors, including intersections of race, ethnicity, gender, and sexuality, with each aspect simultaneously immutable and constructed. In Rowling’s novels and Hogwarts Legacy , characters of various identities are represented, from subtle depictions of race and ethnicity for such characters as Dean Thomas and Anthony Goldstein, to more overt portrayals for “species” including house-elves and goblins, whose attributes echo deeply rooted racial stereotypes. Rowling’s constrained depiction of gender roles and sexuality (including her anti-trans public statements), alongside the game’s efforts at inclusivity through its non-binary avatar creator and the transgender character Sirona Ryan, showcase the role of gender and sexuality in building characters’ identities. Despite some notable attempts at diversity, Hogwarts Legacy often provides superficial engagement with complex social justice themes, illustrating tensions inherent in navigating contemporary concerns about identity and representation. Ultimately, Rowling’s Harry Potter world and its ludic adaptation invite ongoing critical interrogations, encouraging readers and players to ruminate not only on the identities portrayed in these narratives but also on the formation and perception of their own.

Fields of Study & Subjects

Digital Games and Media Themes in Literature Analysis Cultural Identity and Representation

Publication details

Journal / source
Routledge eBooks
Pages
77–101
Publication date
3 March 2026
Language
EN
Document type
Book chapter