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Romance in the Digital Game [Hardback]

  • Formāts: Hardback, 188 pages, height x width: 234x156 mm, weight: 453 g, 1 Tables, black and white; 1 Line drawings, black and white; 1 Illustrations, black and white
  • Sērija : Routledge Advances in Popular Culture Studies
  • Izdošanas datums: 10-Oct-2025
  • Izdevniecība: Routledge
  • ISBN-10: 1041028148
  • ISBN-13: 9781041028147
  • Formāts: Hardback, 188 pages, height x width: 234x156 mm, weight: 453 g, 1 Tables, black and white; 1 Line drawings, black and white; 1 Illustrations, black and white
  • Sērija : Routledge Advances in Popular Culture Studies
  • Izdošanas datums: 10-Oct-2025
  • Izdevniecība: Routledge
  • ISBN-10: 1041028148
  • ISBN-13: 9781041028147

Book title positions optional romance in the AAA game as a central object of analysis. Based on the close analysis of some of the most commercially and culturally significant games of the last 30 years like Grand Theft Auto IV (2008), the Mass Effect series (2007-2021), and the Elder Scrolls series (1994-2024).



In the last decade, the popularity of ‘romance’ in the AAA game has exploded. It has become an expectation for major releases and a regular object of fan obsession. High-profile games such as Baldur’s Gate III (2023), Cyberpunk 2077 (2020) and Starfield (2023) prominently feature in-game romance in their multimillion-dollar promotional campaigns. Moreover, rampant speculation by gaming journalists and fans about who is ‘romanceable’ will regularly accompany the announcement of a new title. However, representations of romance have long been under-examined and vaguely defined by scholars. This leaves important questions unanswered. How does the digital game mediate cultural attitudes towards love and sex? How can we classify representations of romance in the digital game? Does romance simply replicate existing hegemonies surrounding gender and sexuality, or does it offer a space for transgressive play?

Book title positions optional romance in the AAA game as a central object of analysis. Based on the close analysis of some of the most commercially and culturally significant games of the last 30 years like Grand Theft Auto IV (2008), the Mass Effect series (2007-21) and the Elder Scrolls series (1994-2024), it is the first full-length monograph to effectively and comprehensively categorise how mainstream gaming asks its audience to engage with romance. It interrogates the idiosyncrasies of romance in the popular games to provide fresh insights into messaging surrounding normative social understandings of love, sex and intimacy.

By theorising four representational categories of romance—Limerent, Physical, Domestic and Ludic—Automatic Love introduces a new theoretical framework for scholars to understand romance, gender and sexuality in gaming.

1. Introduction: Could it be Love?
2. Why Romance Matters: Understanding
Romance as Play
3. Love or Limerence? Interrogating the Epic Love Story
4.
The Dollhouse Effect: Domestic Representations of Romance
5. Powering Up
with Love: Ludic Representations of Romance
6. Always up for it: Physicality
and Sex in Video Games
7. Transgression and Exploration: The Opportunities of
Romance
8. Conclusion
Amy Brierley-Beare is a Lecturer in Media at the University of Adelaide. Her research investigates how mainstream gaming represents and negotiates romance and social intimacy. Other research interests include game studies, emergent narrative, audience studies, experiential metaphor, and transgressive play.