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To cite this article: Rebecca Leach & Marco Dehnert (2021) Becoming the other: examining
race, gender, and sexuality in Detroit: Become Human, Review of Communication, 21:1, 23-32,
DOI: 10.1080/15358593.2021.1892173
With 3.2 million copies sold on the PlayStation 4, Detroit: Become Human (DBH) has
captured the hearts of video game players across the globe.1 As researchers, we seek to
understand the nature of DBH’s popularity and what draws players to this game. The
uses and gratifications perspective suggests that media consumers are active agents
who purposefully seek out certain media to fulfill their psychological needs (e.g., com-
panionship, surveillance, escape, entertainment, social identity, and parasocial inter-
action).2 Media consumers are often driven by goals of escape, especially as content
becomes more immersive and imaginative.3 While this may be the case for players of
DBH, it would be an oversimplification to identify “escape” as the sole reason for the
game’s success. Expanding prior scholarship in game studies, we recognize how games
function not only as a means of entertainment, but also as cultural, social, political,
and commercial products.4 DBH creates a compelling experience for players with its
unique game mechanics and storytelling choices that enable the formation of parasocial
relationships and identification with game characters. In doing so, DBH serves as a prom-
ising example of how games and the parasocial relationships therein can become a means
of exploring the social locations and experiences of marginalized others. To move beyond
the medium and interrogate the role of games in our everyday lives and communication,5
this essay demonstrates how video games can serve as vehicles for negotiating identity
and exploring the struggles of others. To properly situate our analysis of race, gender,
and sexuality in DBH, we begin with a synopsis of the game and a review of relevant
literature.
Synopsis of DBH
Set in Detroit, MI, in 2038, the player of DBH experiences a futuristic but familiar world
in which technological mogul Elijah Kamski has invented and seemingly perfected
humanoid androids. Detroit is the economic hub for the android industry, and nearly
every household owns an android to take care of chores (e.g., cooking, cleaning, and pro-
viding companionship or sexual services). The three primary characters are: Kara, a
female android who is confronted with domestic abuse and runs away to protect a
child named Alice; Markus, a deviant android who becomes the leader of the androids’
resistance movement; and Connor, a prototype android who supports the Detroit Police
Department in investigating deviant androids.
DBH does not have one linear storyline, but rather offers the player numerous choices
to impact the story. In this choose-your-own-adventure video game, even seemingly
insignificant choices can later lead to new possible directions for the player (e.g.,
opening a window in an early chapter might become an escape route for Kara and
Alice later). Most choices are presented with a short timer to force the player to make
quick decisions, which is particularly stressful when a choice has moral implications.
These dilemmas are often tied to issues of racism, sexism, and violence. Given its
story and game mechanics, DBH excels in creating parasocial relationships with charac-
ters and providing an immersive experience of marginalization.
momentarily experience possession of the personality attributes and values of the char-
acter they are controlling, which deepens the sense of loss when said character dies.10 It is
well established that both parasocial relationships and identification with game charac-
ters require emotional investment from the player.11 Given that parasocial relationships
and identification strengthen with repetition,12 the player can also reasonably expect
their emotional investment to increase over time. We argue that this cycle of emotional
investment, parasocial relationship-building, and identification with characters immerses
players in a way that would be more difficult to achieve in other media.
Additionally, game immersion and identification with characters provide players
access to social locations and experiences that are not their own. For example, DBH
follows the stories of three characters who are marginalized and mistreated in their
society. Although DBH is set in the future, the struggles of its characters—racism, do-
mestic abuse, gendered expectations, and police brutality—exist in the present. For
players with the privilege of limited experience in these areas, DBH provides a unique
opportunity to temporarily experience and identify with those who exist on the
margins of society. For some players, donning the perspective of a marginalized character
may lead to a “virtual cross dressing” experience whereby they can “try on the other, the
taboo, the dangerous, the forbidden, and the otherwise unacceptable.”13 Trying on a
minority identity without any of the risks that accompany membership in a marginalized
group in real life is also described as identity tourism.14 These concepts are not inherently
negative; in fact, if representations of marginalized experiences move beyond stereotypes,
then such possibilities for “trying on” these identities can offer unique insights to
ineffable topics and minority perspectives.
A willingness to explore the perspectives of others is an important first step in a
series of efforts to cultivate a standpoint.15 This is not to say that the plights of any
group can be fully understood through a video game experience. Indeed, “a standpoint
is an intellectual achievement that reflects—and necessarily entails—political conscious-
ness.”16 Although a “true” understanding of another’s standpoint is likely never possible,
cultivating a standpoint is an important exercise in critical reflexivity and perspective-
taking. DBH makes no promises to transform society or players’ mindsets, but it offers
an important opportunity for players to explore ideas that they may otherwise disregard
or avoid in daily life. In this analysis, we focus on significant struggles related to race,
gender, and sexuality that are repeatedly explored in DBH. As we apply an intersectional
lens to game studies, we follow others who recognize “games as something more than
entertainment … as cultural projects saturated with racialized, gendered, sexualized,
and national meaning.”17
Race in DBH
As indicated in its title, DBH asks what it means to be human. Throughout the game, the
primary characters are frequently reminded that they cannot be human because they are
members of the android race, even in the face of increasing evidence that androids have
gained sentience. At first glance, players may only see a hypothetical war between
humans and androids, but rich cases of symbolism indicate that androids are reliving
major events and challenges from Black history. When the game first introduces
Markus, the only primary playable character of color, he is forced to stand at the back
26 R. LEACH AND M. DEHNERT
of the bus with other androids while humans are allowed to sit. Although Markus begins
the game as a simple caretaker for his owner, he later has the ability to lead the android
revolution. Depending on the player’s choices, he can become the spokesperson for
various android rights (e.g., the right to vote, buy property, freedom of speech, fair com-
pensation), and he can demand the end of android slavery and segregation. Thus,
Markus’s storyline provides strong parallels to Black history in the United States.
In one chapter, when police begin killing defenseless androids who are participating in
a peaceful march that Markus is leading, Markus obtains the option to retaliate and call
for a violent riot. The result is a bloodbath that invokes Detroit’s history of race riots in
the 1960s18 and may also invite comparison with the nationwide protests against police
brutality in 2020. The game provides multiple opportunities for Markus to behave in
violent ways, so much so that the player may feel disconcerted. In another chapter,
Markus can break into a store and free dozens of androids, who will then copy
Markus’s actions, which may include burning buildings, tearing down statues, breaking
windows, leaving graffiti in public spaces, and even killing human police officers. Toward
the conclusion of the game, the player-as-Markus also has the chance to declare an all-out
war against humans.
Though the game developers’ motivations for providing so many opportunities for a
violent Markus are unclear, it begs the question of whether violence is being pushed as an
aspect of Markus’s Black masculine identity and Blackness in general. Historically, mas-
culinity has been associated with Blackness and Black history,19 but masculinity certainly
does not always manifest as violence. Violence and struggle may be remembered in Black
history, but it is arguably the player’s responsibility to reflect on how closely they choose
to tie a racial identity with a race’s history and any related expectations. In other words, a
player might begin to ponder what it means to be Black if the grip on masculinity is loos-
ened. Indeed, Markus also has many opportunities to be a symbol of peace for his people
and develop an identity of the player’s choosing. Just as some claim that “you are born
Black, but you become African American,”20 Markus is introduced as an android and
a person of color, but he does not develop a passion for his life or people until later in
the game. In the poignant scene where Markus first claims his identity as his own, he lit-
erally rebuilds his body in Christ-like fashion21 and declares “I am Markus.” It is only
after Markus’s metaphorical rebirth that he (or the player) has the ability or interest in
joining his fellow androids, empathizing with their plights, and eventually becoming a
leader for this marginalized group.
Despite the strong parallels to African American and Black history in Markus’s story-
line, Markus’s exploration of his race and his struggle against racism need not be limited
to Black groups. Given the diverse racial representation of androids in DBH, the androids
are arguably the symbolic vehicles for any race that has experienced discrimination. In
several scenes, the player sees that androids’ appearances are merely “skins” that can dis-
appear with the push of a button, revealing a literal blank canvas underneath. Markus
turns off his skin in the game when he first addresses the human public through a tele-
vision broadcast. The camera zooms in on Markus’s de-raced face as he stares at the
player and advocates for his people. The seriousness of this moment is marked by the
unusual luxury of choosing game dialogue options without a time limit. Markus’s
decision to willingly de-race himself is a decision of empowerment in his story, and
his race-less face arguably gives him a voice that was previously unavailable.
REVIEW OF COMMUNICATION 27
However, not all characters in DBH feel empowered when they lose their race skins. In
one possible storyline for Kara and Alice, they are captured by human authorities and
forced to de-race themselves in a concentration camp. Being stripped of their chosen
skins is clearly an act of dehumanization, as demonstrated by Kara and Alice’s intense
fear and sadness. The contrast of Markus’s empowerment and Kara’s devastation
when their races are lost is stark. One major difference here is that Markus chose to
de-race himself while Kara and Alice did not. However, this contrast also provides
space for players to theorize why a racial identity might be a disadvantage for some
(e.g., Markus’s Blackness) and a comfort or privilege to others (e.g., Kara’s whiteness).
Beyond the possible privileges or obstacles associated with race, players consider what
factors make a racial identity meaningful to their game characters and, by extension, to
themselves. Previous research indicates that users’ consumption and reactions to media
reveal how they situate themselves in a racialized world.22 The reveal of a player’s racial
privilege or lack thereof may be a disconcerting discovery, which some players may be
tempted to ignore. However, strong parasocial relationships with video game characters
may motivate players to continue their reflexive journey out of loyalty to the characters.
Additionally, though parasocial relationships typically strengthen over time, it is possible
for these relationships to fluctuate. As androids gain or lose certain racial markers
throughout the story, players may find themselves more or less able to identify with char-
acters depending on the value(s) they attach to race. In sum, DBH provides space for
players to ponder their privileges, their values, and the meanings they attach to race
and humanity.
Despite the heavy focus on Kara’s mother-like qualities, Kara’s character development
reflects the “Lara phenomenon,” derived from the Tomb Raider series’ leading character
Lara Croft. The Lara phenomenon refers to the “appearance of a tough, and competent
female character in a dominant position.”28 While there is some debate about whether a
hypersexualized female character can be a good role model, Jeroen Jansz and Raynel
G. Martis argue that even a sexualized female character can be seen as capable.29 The
success of the Tomb Raider series led to other games featuring strong female characters,
though many of them have not ranked among top-selling mainstream games.30 DBH
joins such games by offering the player a capable and nurturing female protagonist.31
Kara is a complex character who simultaneously conforms to and deviates from gendered
norms, and her story arc provides a glimpse of what it means to be a strong female who
witnesses and potentially overcomes domestic abuse. Kara is an excellent representation
of the character complexity that is necessary and appealing for players when developing
parasocial relationships with game characters.
hypersexualization of secondary female characters. Even so, DBH’s strength lies in its
respect for player choice. DBH does not offer definitive answers for the questions it
poses regarding race, gender, and sexuality. However, in creating parasocial relationships
and identification with its characters, the game provides an important space to begin
exploring the experiences and perspectives of marginalized others. Video games
should be regarded not only as cultural products of a society, but also as immersive
vehicles for negotiating identity and exploring the social locations of others. In these
reflections, the player is perhaps one step closer to discovering what it means to
“become human” and humanize the other.
Notes
1. Detroit: Become Human, prod. Quantic Dream (Paris: Sony Interactive Entertainment,
2018), video game; Anthony Garreffa, “Detroit: Become Human Has Sold 3.2 Million
Copies on the PS4,” Tweak Town, October 4, 2019, https://www.tweaktown.com/news/
67929/detroit-become-human-sold-3-2-million-copies-ps4/index.html.
2. Elihu Katz, Jay G. Blumler, and Michael Gurevitch, “Uses and Gratifications Research,”
Public Opinion Quarterly 37, no. 4 (1973): 510–11; Carolyn Lin, “Looking Back: The Con-
tribution of Blumler and Katz’s Uses of Mass Communication,” Journal of Broadcasting &
Electronic Media 40, no. 4 (1996): 574.
3. Elihu Katz and David Foulkes, “On the Use of the Mass Media as ‘Escape’: Clarification of a
Concept,” Public Opinion Quarterly 26, no. 3 (1962): 379.
4. Adrienne Shaw, “Are We There Yet? The Politics and Practice of Intersectional Game
Studies,” The Velvet Light Trap 81 (2018): 76.
5. Carolyn M. Cunningham, “Unbeatable? Debates and Divides in Gender and Video Game
Research,” Communication Research Trends 37, nos. 3–5 (2018): 8; Adrienne Shaw,
“Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification,”
Critical Studies in Media Communication 30, no. 5 (2013): 347–61.
6. Donal Horton and R. Richard Wohl, “Mass Communication and Para-Social Interaction:
Observations on Intimacy at a Distance,” Psychiatry 19, no. 3 (1956): 215.
7. Nicole Liebers and Holger Schramm, “Parasocial Interactions and Relationships with Media
Characters: An Inventory of 60 Years of Research,” Communication Research Trends 38,
no. 2 (2019): 5.
8. Ibid.
9. Christoph Klimmt, Dorothée Hefner, and Peter Vorderer, “The Video Game Experience as
‘True’ Identification: A Theory of Enjoyable Alterations of Players’ Self-Perception,” Com-
munication Theory 19, no. 4 (2009): 356.
10. Ibid.
11. Ibid., 363; Liebers and Schramm, “Parasocial Interactions and Relationships with Media
Characters,” 15.
12. Liebers and Schramm, “Parasocial Interactions and Relationships with Media Characters,”
5, 14.
13. David J. Leonard, “Not a Hater, Just Keepin’ It Real: The Importance of Race- and Gender-
Based Game Studies,” Games and Culture 1, no. 1 (2006): 86.
14. Lisa Nakamura, “Race in/for Cyberspace: Identity Tourism and Racial Passing on the Inter-
net,” Works and Days 13, nos. 1–2 (1995): 181–93.
15. Julia T. Wood, “Feminist Standpoint Theory and Muted Group Theory: Commonalities and
Divergences,” Women & Language 28, no. 2 (2005): 62.
16. Ibid.
17. Leonard, “Not a Hater, Just Keepin’ It Real,” 83. See also Justine Cassell and Henry Jenkins,
eds., From Barbie to Mortal Kombat: Gender and Computer Games (Cambridge, MA: MIT
Press, 1988); Shira Chess, Ready Player Two: Women Gamers and Designed Identity
REVIEW OF COMMUNICATION 31
(Minneapolis: University of Minnesota Press, 2017); Adrienne Shaw, “Do You Identify as a
Gamer? Gender, Race, Sexuality, and Gamer Identity,” New Media & Society 14, no. 1
(2011): 28–44; “Are We There Yet?”
18. Benjamin D. Singer, “Mass Media and Communication Processes in the Detroit Riot of
1967,” Public Opinion Quarterly 34, no. 2 (1970): 240.
19. Thomas Nakayama, “The Significance of ‘Race’ and Masculinities,” Critical Studies in Media
Communication 17, no. 1 (2000): 113.
20. Leesha M. Thrower, “You’re Born Black … You Become African American: Naming and
Defining Race,” Kentucky Journal of Communication 29, no. 2 (2010): 108.
21. Izabela Tomczak, “America’s Digital Messiah(s) in Detroit: Become Human (2018),” New
Horizons in English Studies 4 (2019): 158–72.
22. Etsuko Kinefuchi and Mark P. Orbe, “Situating Oneself in a Racialized World: Understand-
ing Student Reactions to Crash through Standpoint Theory and Context-Positionality
Frames,” Journal of International & Intercultural Communication 1, no. 1 (2008): 71.
23. Cunningham, “Unbeatable?”
24. For example, see Jennifer deWinter and Carly Kocurek, “#1reasonwhy Women in the
Gaming Industry Matters,” Flow 17, no. 7 (2013): https://www.flowjournal.org/2013/02/1-
reason-why-women-in-the-gaming-industry-matters/; Tracy L. Dietz, “An Examination of
Violence and Gender Role Portrayals in Videogames: Implications for Gender Socialization
and Aggressive Behavior,” Sex Roles 38, nos. 5–6 (1998): 425–42; Edward Downs and Stacy
L. Smith, “Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis,”
Sex Roles 62, nos. 11–12 (2010): 721–33; Jesse Fox and Wai Yen Tang, “Women’s Experi-
ences with General and Sexual Harassment in Online Video Games: Rumination, Organiza-
tional Responsiveness, Withdrawal, and Coping Strategies,” New Media & Society 19, no. 8
(2017): 1290–307; Teresa Lynch, Jessica E. Thompkins, Irene I. van Driel, and Niki Fritz,
“Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games
Across 31 Years,” Journal of Communication 66, no. 4 (2016): 703–18; Shaw, “Do You Ident-
ify as a Gamer?” Dmitri Williams, Nicole Martins, Mia Consalvo, and James D. Ivory, “The
Virtual Census: Representations of Gender, Race and Age in Video Games,” New Media &
Society 11, no. 5 (2009): 815–34.
25. Technically, androids do not have a sex. However, as android inventor and Cyberlife CEO
Elijah Kamski states in a short film released before the game’s launch, “We had to imagine a
machine in our own image, that resembles us in every way,” so androids are given a sex by
design. See RajmanGaming HD, “DETROIT BECOME HUMAN—Elijah Kamski Interview
(Cyberlife CEO) @ 1080p HD,” YouTube, May 22, 2018, https://www.youtube.com/watch?
v=RpnuBfyIRcw.
26. Williams et al., “The Virtual Census,” 824–25; see also Downs and Smith, “Keeping Abreast
of Hypersexuality,” 727–30.
27. See note 24.
28. Jeroen Jansz and Raynel G. Martis, “The Lara Phenomenon: Powerful Female Characters in
Video Games,” Sex Roles 56, nos. 3–4 (2007): 142.
29. See, respectively, Helen W. Kennedy, “Lara Croft: Feminist Icon or Cyberbimbo?” Game
Studies 2, no. 2 (2002): 1–12; Jansz and Martis, “The Lara Phenomenon,” 147.
30. Cunningham, “Unbeatable?” 12.
31. Garreffa, “Detroit: Become Human Has Sold 3.2 Million Copies on the PS4.”
32. See note 24.
33. Alan M. Turing, “Computing Machinery and Intelligence,” Mind 49 (1950): 433–60. Note
that the original Turing Test sought to determine the sex of the participants, thus centering
gender identity within the question of machine versus human.
34. Fox and Tang, “Women’s Experiences with General and Sexual Harassment in Online Video
Games,” 1301–1303.
35. See Elizabeth Behm-Morawitz and Dana Mastro, “The Effects of the Sexualization of Female
Video Game Characters on Gender Stereotyping and Female Self-Concept,” Sex Roles 61,
nos. 11–12 (2009): 808–23.
32 R. LEACH AND M. DEHNERT
36. Eric Tyndale and Franklin Ramsoomair, “Keys to Successful Interactive Storytelling: A
Study of the Booming ‘Choose-Your-Own-Adventure’ Video Game Industry,” i-manager’s
Journal of Educational Technology 13, no. 3 (2016): 32.
37. Victoria Beck and Chris Rose, “Is Sexual Objectification and Victimization of Females in
Video Games Associated with Victim Blaming or Victim Empathy?” Journal of Interpersonal
Violence (2018): https://doi.org/10.1177/0886260518770187; Christopher J. Ferguson and
M. Brent Donnellan, “Are Associations between ‘Sexist’ Video Games and Decreased
Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016,” Journal of
Youth and Adolescence 46 (2017): 2446–59.
38. Wood, “Feminist Standpoint Theory,” 62.
39. Klimmt, Hefner, and Vorderer, “The Video Game Experience as ‘True’ Identification,” 356.
40. J. J. De Simone, “What Is Good Can Also Be Bad: The Prosocial and Antisocial in-Game
Behaviors of Young Video Game Players,” Atlantic Journal of Communication 21, no. 3
(2013): 149–63.
41. Leonard, “Not a Hater, Just Keepin’ It Real”; Nakamura, “Race in/for Cyberspace.”
42. Leonard, “Not a Hater, Just Keepin’ It Real”; Shaw, “Are We There Yet?”
43. Lisa Bowleg, “When Black + Lesbian + Woman ≠ Black Lesbian Woman: The Methodologi-
cal Challenges of Qualitative and Quantitative Intersectionality Research,” Sex Roles 59, nos.
5–6 (2008): 312–25.
44. Leonard, “Not a Hater, Just Keepin’ It Real,” 86.
45. Ibid., 87.