Exploatering, kommodifiering och megaföretag i populärmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
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This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations. Memories, human lives and our happiness transforms to commodities made for profit. The player in the center of this world is repeatedly forced or incentivised to act against megacorporations by committing acts of violence, sabotage and theft. Despite not offering or discussing any alternatives or long term solution this essay finds the narrative of Cyberpunk 2077 heavily criticizing megacorporations as a concept and tries to warn us what could happen in the near future if we give megacorporations room to grow their power.