{"id":8148,"date":"2026-05-22T10:42:10","date_gmt":"2026-05-22T07:42:10","guid":{"rendered":"http:\/\/intelsiberia.ru\/?page_id=8148"},"modified":"2026-05-22T11:28:03","modified_gmt":"2026-05-22T08:28:03","slug":"glab-7","status":"publish","type":"page","link":"http:\/\/intelsiberia.ru\/en\/glab-7\/","title":{"rendered":"EVOLUTION OF NON-HUMAN IMAGES IN VIDEO GAMES SUPER MARIO BROS. (1985) AND STRAY (2022)"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\" id=\"5\" style=\"font-size:14px\">\u0423\u0414\u041a 7.046:004.92<\/p>\n\n\n\n<p class=\"wp-block-paragraph\" id=\"5\" style=\"font-size:14px\"><strong>Varvara O. Lebedeva<sup>1<\/sup><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><sup>1<\/sup> Siberian Federal University, Krasnoyarsk, Russia.<br><a href=\"mailto:voletdaile0110@gmail.com\">voletdaile0110@gmail.com<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Abstract<\/strong>. This article identifies and analyzes the evolution of non-human characters in video games. It presents a comparative analysis of non-human characters in the video games Super Mario Bros. (1985) and Stray (2022), which represent different stages of the gaming industry&#8217;s development, separated by thirty-seven years of technical and narrative progress. The aim of the study is to trace the evolution of approaches to constructing non-human characters from arcade mechanics to narratively rich worlds. The theoretical basis of the work comprises B. Bodi&#8217;s concepts of agency and the formal analysis methodology of P. Lankoski and S. Bj\u00f6rk. The research material consisted of the games themselves, studied through participant observation followed by formal analysis according to ten criteria: role in the game system, subjectivity (agent\/component), list of actions, presence of an own goal, uniqueness, visual and audio representation, autonomy from the player, identification (personal name\/species name), and presence of a backstory. It was established that in Super Mario Bros. nonhuman characters are primarily gameplay functions: they lack backstories, exist only within the screen boundaries, and do not possess their own goals. In Stray, by contrast, non-human characters are endowed with agency: they have names, biographies, social roles, and personal goals independent of the player. The visual code in Stray becomes a carrier of meaning, and the game world becomes an autonomous environment that exists independently of the player&#8217;s presence. It is concluded that the evolution of non-human characters reflects the industry&#8217;s overall developmental trajectory: from technically limited arcade mechanics to narratively rich worlds where every character has their own story.<br><br><strong>Keywords<\/strong>: video games, non-human images, agency, Super Mario Bros., Stray, character evolution<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>For citation: <\/strong>Lebedeva V. O Evolution of non-human images in video games Super Mario Bros. (1985) and Stray (2022) \/\/ Game Laboratory, 2026, 1 (2), \u0440\u0440. 15-23. [in Russian]. EDN: OWQLOW<\/p>\n\n\n\t\t<div class=\"ctc-block ctc-copy-button-wrap\" data-ctc-analytics=\"1\" data-ctc-source=\"gutenberg-block\" data-ctc-block-type=\"ctc\/copy-button\">\n\t\t\t<button type=\"button\" class=\"ctc-block-copy ctc-copy-button wp-block-ctc-copy-button\" data-copied-text=\"Copied\" data-copied=\"Copied\">\n\t\t\t\t<span class=\"ctc-button-text\">Copy<\/span>\n\t\t\t<\/button>\n\t\t\t<textarea class=\"ctc-copy-content ctc-copy-button-textarea\" readonly>Lebedeva V. O Evolution of non-human images in video games Super Mario Bros. (1985) and Stray (2022) \/\/ Game Laboratory, 2026, 1 (2), \u0440\u0440. 15-23. [in Russian]. EDN: OWQLOW<\/textarea>\n\t\t<\/div>\n\t\t\n\n\n<details class=\"wp-block-details is-layout-flow wp-block-details-is-layout-flow\"><summary><strong>References<\/strong><\/summary>\n<p class=\"wp-block-paragraph\">Appleoff Lyons S., Brown Jaloza L. More Human than Non\/Human: Posthumanism, Embodied Cognition,<br>and Video Games as Affective Experience \/\/ The Philosophy of Computer Games Conference. Malta, 2016. 15 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Blom J. The Dynamic Game Character. Amsterdam: Amsterdam University Press, 2023. 207 p. DOI<br>10.5117\/9789463722957.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">B\u00f3di B. Videogames and Agency. Abingdon, New York: Routledge, 2023. 211 p. DOI<br>10.4324\/9781003298786.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Lankoski P., Bj\u00f6rk S. (eds.) Game Research Methods. Pittsburgh: ETC Press, 2015. 360p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Schr\u00f6ter F., Thon J.-N. Video Game Characters: Theory and Analysis \/\/ DIEGESIS. Interdisciplinary Journal<br>for Narrative Theory. 2014. Vol. 3, No 1. pp. 40-77.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Stone K. What Can Play: The Potential of Non-Human Players \/\/ Pivot: A Literary Journal. 2019. Vol. 7, No 1.<br>pp. 78-102. DOI 10.25071\/2369-7326.40291.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Voimala J. Creating a Video Game Character Design Workflow: A Literature Review on the Theories and<br>Methods Used by Professionals in Video Game Character Design: Bachelor\u2019s thesis. JAMK University of Applied<br>Sciences, 2023. 50 p.<\/p>\n<\/details>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><a href=\"https:\/\/elibrary.ru\/owqlow\" data-type=\"link\" data-id=\"https:\/\/elibrary.ru\/owqlow\" target=\"_blank\" rel=\"noreferrer noopener\">Get access to the full version of this article<\/a><\/strong><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-wp-embed is-provider-intelsiberia wp-block-embed-intelsiberia\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"wp-embedded-content\" data-secret=\"2jDq4hkjfN\"><a href=\"http:\/\/intelsiberia.ru\/gameslaboratory-2026-t-1-2\/\">\u041b\u0430\u0431\u043e\u0440\u0430\u0442\u043e\u0440\u0438\u044f \u0438\u0433\u0440 | Games Laboratory, 2026. \u0422. 1. \u21162<\/a><\/blockquote><iframe loading=\"lazy\" class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; visibility: hidden;\" title=\"\u00ab\u041b\u0430\u0431\u043e\u0440\u0430\u0442\u043e\u0440\u0438\u044f \u0438\u0433\u0440 | Games Laboratory, 2026. \u0422. 1. \u21162\u00bb &#8212; \u0418\u043d\u0442\u0435\u043b\u0441\u0438\u0431\u0435\u0440\u0438\u0430 (Intelsiberia)\" src=\"http:\/\/intelsiberia.ru\/gameslaboratory-2026-t-1-2\/embed\/#?secret=4Cjo3VfSy3#?secret=2jDq4hkjfN\" data-secret=\"2jDq4hkjfN\" width=\"600\" height=\"338\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe>\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>\u0423\u0414\u041a 7.046:004.92 Varvara O. Lebedeva1 1 Siberian Federal University, Krasnoyarsk, Russia.voletdaile0110@gmail.com Abstract. This article identifies and analyzes the evolution of non-human characters in video games. It presents a comparative analysis of non-human characters in the video games Super Mario Bros. (1985) and Stray (2022), which represent different stages of the gaming industry&#8217;s development, separated by &#8230; <a title=\"EVOLUTION OF NON-HUMAN IMAGES IN VIDEO GAMES SUPER MARIO BROS. (1985) AND STRAY (2022)\" class=\"read-more\" href=\"http:\/\/intelsiberia.ru\/en\/glab-7\/\" aria-label=\"Read more about EVOLUTION OF NON-HUMAN IMAGES IN VIDEO GAMES SUPER MARIO BROS. (1985) AND STRAY (2022)\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_acf_changed":false,"cybocfi_hide_featured_image":"","_locale":"en_US","_original_post":"http:\/\/intelsiberia.ru\/?page_id=8146","footnotes":""},"wf_page_folders":[320],"class_list":["post-8148","page","type-page","status-publish","en-US"],"acf":[],"_links":{"self":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8148","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/comments?post=8148"}],"version-history":[{"count":2,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8148\/revisions"}],"predecessor-version":[{"id":8174,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8148\/revisions\/8174"}],"wp:attachment":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/media?parent=8148"}],"wp:term":[{"taxonomy":"wf_page_folders","embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/wf_page_folders?post=8148"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}