

Second, as technological giants: giant robots, cyborgs and so on whose appearance as giants links the age-old figure of the giant with our more current anxieties regarding our future and our increasingly intimate relationship with technology. First, as monsters of excess, a perspective that considers giants as an exaggerated manifestation of those traits which we deem monstrous when taken to their extremes. Then, I consider the giant in digital roleplaying games through three lenses. To do this, I first introduce the figure of the giant and its definition and then undertake a brief literature review, summing up the present state of videogame monster research and other theories which are relevant to my thinking and arguments. A familiar figure in myth and legend and no less familiar in digital games, I combine traditional monster theory and scholarship on giants with work on videogame monsters and digital game research more broadly. In this thesis, I consider what the position of the giant is in digital roleplaying games and how digital games provide a new and particular arena for the giant. xi) who threatens the boundaries of the categories we impose upon the self, society and culture.

The giant has traditionally held a unique position amongst monsters, an "Intimate Stranger" (Cohen, 1999, p. Too monstrous to be truly accepted, too human to be entirely and comfortably cast out.
