Women, Blood, and Dreams: Gender, Dream Spaces, and Monstrosities in A Nightmare on Elm Street and Bloodborne

Abstract

Video games exploded in popularity in the 80s and have been a staple in many people’s lives since. Because video games are popular and different, critics tend to ignore them beyond simple analysis like the sexist portrayal of women. Video games, like films, can be read and analyzed using different methods of theory. This is evident in the similarities in Wes Craven’s A Nightmare on Elm Street and FromSoftware’s Bloodborne. Both media feature overtly gendered imagery and spaces, the monstrousness of women, the blurring of dreams and reality, and Gothic elements that tie them together. Though Bloodborne also manages to add elements to the genre that have been less explored, such as perilous relationship between women

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