This chapter analyses the interaction between fashion and digital technologies, focusing on virtual environments such as video games. Traditionally, fashion has played a strong role in defining social classes, genders, body ideals and identities With the advent of the digital, these dynamics have changed,amplified and extended beyond the physical world. Using netnography and visual ethnography, this chapter aims to examine how one of the most popular multiplayer video game, League of Legends (LoL), represent bodies and genders, to explore whether traditional mainstream fashion models are reflected or, conversely, transformed. By examining official content produced by a popular gaming platform, the research seeks to trace how representations of body and gender are conveyed in a topdown manner, similar to traditional fashion communication. This investigation highlights the hybrid relationship between fashion, gaming and media, in which the boundaries between material and non-material, online and offline, constantly shift. In conclusion, it would seem that certain stereotypes, mainly linked to canonical Western ideas of beauty, are also reconfirmed in these digital contexts, which are theoretically free from the usual dynamics of traditional materiality.

Questo capitolo analizza l'interazione tra moda e tecnologie digitali, concentrandosi su ambienti virtuali come i videogiochi. Tradizionalmente, la moda ha svolto un ruolo importante nella definizione delle classi sociali, dei generi, degli ideali corporei e delle identità. Con l'avvento del digitale, queste dinamiche sono cambiate, amplificate e estese oltre il mondo fisico. Utilizzando la netnografia e l'etnografia visiva, questo capitolo mira a esaminare come uno dei videogiochi multiplayer più popolari, League of Legends (LoL), rappresenti i corpi e i generi, per esplorare se i modelli di moda tradizionali mainstream siano riflessi o, al contrario, trasformati. Esaminando i contenuti ufficiali prodotti da una popolare piattaforma di gioco, la ricerca cerca di tracciare come le rappresentazioni del corpo e del genere siano trasmesse in modo top-down, in modo simile alla comunicazione tradizionale della moda. Questa indagine evidenzia la relazione ibrida tra moda, gaming e media, in cui i confini tra materiale e immateriale, online e offline, cambiano costantemente. In conclusione, sembrerebbe che alcuni stereotipi, legati principalmente alle idee canoniche occidentali di bellezza, siano riconfermati anche in questi contesti digitali, che sono teoricamente liberi dalle dinamiche usuali della materialità tradizionale.

Varini, M., “The unseen blade is the deadliest”: exploring the intersection of fashion, gender, and identity in digital worlds. The case study of League of Legends., in Lambach, C. (ed.), Arts, Concepts and Technologies in Visual Culture, Universidade do Algarve, CIAC - Centro de Investigação em Artes e Comunicação, Algarve 2025: 2025 135- 162. 10.34623/nxp6-q717 [https://hdl.handle.net/10807/323903]

“The unseen blade is the deadliest”: exploring the intersection of fashion, gender, and identity in digital worlds. The case study of League of Legends.

Varini, Michele
2025

Abstract

This chapter analyses the interaction between fashion and digital technologies, focusing on virtual environments such as video games. Traditionally, fashion has played a strong role in defining social classes, genders, body ideals and identities With the advent of the digital, these dynamics have changed,amplified and extended beyond the physical world. Using netnography and visual ethnography, this chapter aims to examine how one of the most popular multiplayer video game, League of Legends (LoL), represent bodies and genders, to explore whether traditional mainstream fashion models are reflected or, conversely, transformed. By examining official content produced by a popular gaming platform, the research seeks to trace how representations of body and gender are conveyed in a topdown manner, similar to traditional fashion communication. This investigation highlights the hybrid relationship between fashion, gaming and media, in which the boundaries between material and non-material, online and offline, constantly shift. In conclusion, it would seem that certain stereotypes, mainly linked to canonical Western ideas of beauty, are also reconfirmed in these digital contexts, which are theoretically free from the usual dynamics of traditional materiality.
2025
Inglese
Arts, Concepts and Technologies in Visual Culture
978-989-9244-30-6
Universidade do Algarve, CIAC - Centro de Investigação em Artes e Comunicação
2025
Varini, M., “The unseen blade is the deadliest”: exploring the intersection of fashion, gender, and identity in digital worlds. The case study of League of Legends., in Lambach, C. (ed.), Arts, Concepts and Technologies in Visual Culture, Universidade do Algarve, CIAC - Centro de Investigação em Artes e Comunicação, Algarve 2025: 2025 135- 162. 10.34623/nxp6-q717 [https://hdl.handle.net/10807/323903]
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