Petri Lankoski
Södertörn University
DOI:
In DiGRA 2026 Conference Proceedings
Definitive version will appear at dl.digra.org
ABSTRACT
This paper explores how indie pornographic videogames represent and sexualise monstrosity. Twenty-five games were analysed using qualitative content analysis to examine how design, narrative, and visual elements articulate the relationship between sexuality, fear, and taboo. Three recurring themes emerged: Sexy, Not Human, and Horny; Monstrous Seduction and the Erosion of Will; and Dominance, Violence, and Sexual Control. These themes reveal how pornographic horror games mobilise the monstrous body as a site where desire, disgust, and transgression intersect. These games employ mechanics and aesthetics that invite players to engage with fantasies of danger, submission, and control. The fusion of attraction and repulsion becomes a core ludic and affective dynamic, shaping how players experience the interplay of pleasure and horror. The analysis argues that such games reconfigure cultural narratives of gender and sexuality through interactive design, positioning the monstrous body as both object of desire and vehicle for exploring the limits of acceptable pleasure.
Keywords
monster, pornography, single-player videogames, desire
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