REPRESENTATION OF SOCIAL WORKERS IN ENTERTAINMENT PC AND CONSOLE VIDEO GAMES
DOI:
https://doi.org/10.32782/humanitas/2026.1.27Keywords:
portrayal of social workers, image of social worker, PC video game, console video gameAbstract
The article analyzes the representation of social workers as characters in entertainment PC and console video games. The study employed methods of data collection, analysis, and synthesis based on scientific publications, fan wiki projects dedicated to popular computer and console video games, etc. The lack of scientific research on the representation of social workers in modern popular video games is noted. The definition of the concept of «video game», which forms the basis of the study, is provided. The main types of video games are specified according to the platform used to deliver the gameplay. Examples of the integration of social worker characters in modern video games are presented. The evolution of the portrayal of social workers in the real-life simulator video games series «The Sims» is analyzed, the main critical arguments regarding their representation in these games are outlined. A significant devaluation of the role of social workers in the fourth, currently latest, installment of «The Sims» is noted, which occurred as a result of replacing the corresponding character with a game message. The episodic inclusion of a social worker character in the second game of the science fiction role-playing shooter series «Mass Effect» is recorded. It is established that, although the social worker is the main character in the 2D adventure horror game saga «A House for Alesa», her professional duties are not revealed. Additionally, the existence of video games featuring characters who perform functions comparable to those of social workers is noted. The limited representation of social worker characters in entertainment PC and console video games is noted, the episodic and ambiguous nature of their involvement is emphasized. The relevance of promoting the integration of social workers as characters into modern PC and console video games, as well as the importance of scientific support for this process, is highlighted.
References
Ісмаілов С. Взаємодія між реальним та віртуальним: диджиталізація феномену соціальних комунікацій в комп’ютерних іграх. Науково-теоретичний альманах Грані. 2024. № 27(6). С. 35-43. DOI: https://doi.org/10.15421/1724110
Коломієць О. Г., Демиденко Т. М. Соціальна профілактика залежності підлітків від мережевих ігор. Науковий вісник Ужгородського національного університету. Серія «Педагогіка. Соціальна робота». 2023. – Вип. 1 (52). С. 72–77. DOI: https://doi.org/10.24144/2524-0609.2023.52.72-77
Макарчук А. Особливості соціалізації комп’ютерних ігроманів. Вісник Київського національного університету імені Тараса Шевченка. Серія «Психологія». 2017. № 1(6-7). С. 93–95. URL: https://bpsy.knu.ua/index.php/psychology/article/view/123
Сергєєва Н. В. Соціально-педагогічні умови профілактики комп’ютерної адикції підлітків : автореф. дис. …канд. пед. наук : 13.00.05 «Соціальна педагогіка» ; Інститут проблем виховання Національної академії педагогічних наук України. Київ, 2010. 19 с.
A House For Alesa. RPG Maker Wiki. URL: https://rpgmaker.fandom.com/wiki/A_House_For_Alesa (access date: 07.02.2026).
A House for Alesa. TVTropes. URL: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/AHouseForAlesa (access date: 07.02.2026).
Baldwin-White A., Shawkat R. Game Changing: Incorporating Technology into Social Work Research for Social Change. Education Sciences. 2025, № 15(6). P. 729. DOI: https://doi.org/10.3390/educsci15060729
Bergonse R. Fifty Years on, What Exactly is a Videogame? An Essentialistic Definitional Approach. The Computer Games Journal. 2017. № 6. P. 239–255. DOI: https://doi.org/10.1007/s40869-017-0045-4
Bowman N. D., Rieger D., Lin J.-H. T. Social video gaming and well-being. Current Opinion in Psychology, 2022. № 45. P. 101316. DOI: https://doi.org/10.1016/j.copsyc.2022.101316
Galehantomo P. S. G. Platform Comparison Between Games Console, Mobile Games And PC Games. SISFORMA, 2015. 2(1). P. 23-26. DOI: https://doi.org/10.24167/sisforma.v2i1.407
Greitemeyer, T. The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology. 2022. № 45. P. 101313. DOI: https://doi.org/10.1016/j.copsyc.2022.101326
Helena Blake. Mass Effect Universe Fanon Wiki. URL: https://me-universe.fandom.com/wiki/Helena_Blake (access date: 07.02.2026).
Mass effect guide. IGN Wiki. URL: https://www.ign.com/wikis/mass-effect (access date: 07.02.2026).
Social worker. The Sims Wiki. URL: https://sims.fandom.com/wiki/Social_worker (access date: 07.02.2026).
Wright, G. «The Sims» Computer Game Creators Open to Input from Social Workers. Social Workers Speak. 03.11.2011. URL: https://www.socialworkersspeak.org/hollywood-connection/the-sims-computer-game-creators-opento-input-from-social-workers.html (access date: 07.02.2026).





