Female characters in media have changed over the years, from stereotypes to multifaceted, fully developed characters. One example of this is Jinx, a League of Legends (2013) fan favourite who was recreated as a protagonist in Arcane (2021). Jinx was initially shown as a violent criminal, representing the “manic pixie nightmare girl” stereotype, which is an evolution of the “crazy, sexy, cool” character seen in video games and animation. Many people say she resembled characters like Harley Quinn with her vivid colours, destructive inclinations, and humorous but cruel nature. However, she lacked a deep emotional connection or a compelling backstory. The show adaptation seemed to recreate Jinx, bringing her from margins to the center with an intriguing story that explains her mental illness, identity, and trauma.
Who is Jinx and what does she signify?
Jinx from League of Legends is described to be “An unhinged and impulsive criminal from the undercity, Jinx is haunted by the consequences of her past. She uses her arsenal of DIY weapons to devastating effect, unleashing torrents of colorful explosions and gunfire.” (League of Legends, 2013). From this given description alone, she is introduced as a chaotic, mad woman with little backstory. Her wild and unpredictable behaviour is both captivating and dangerous, making her the typical “manic pixie nightmare girl” stereotype. Jinx was intended to be an exciting, energetic character with no goals other than wreaking havoc. She was first portrayed in the game as example of female villainy, she is similar to figures such as Harley Quinn, both women with violence and insanity heightened for show rather than analyzed in detail. Despite being a mysterious character, she was significantly altered in Arcane (2021), where Jinx was given a complex background that turned her into a tragic anti-hero whose identity is largely shaped by her trauma and mental illness.
What are her attributes and why?
She is depicted in the game as enthusiastic, and driven to cause destruction, mirroring a sense freedom. Her destructive behaviour is shown by her combat and weaponry skills, such as her trademark rocket launcher and explosives, but her lack of background and motive makes her nothing more than a symbol of chaos. Furthermore, the hypersexualizatuon of her League of Legends design is evident with her short shorts and a “bra” top that accentuates her figure. This design is common in the gaming industry where female characters are frequently created more for the male gaze than for plot. Arcane adds context to these qualities. Her destructive tendencies are still present, but it is shown that it is caused by her mental illness, trauma, and abandonment. Her design would also reflect this change, in Arcane, she presents herself with longer pants and a crop top, offering a more comfortable and realistic style.
How does she demonstrate movement away from stereotype?
Jinx’s transition from League of Legends to Arcane signifies a shift from the stereotype of “crazy sexy villain.” She reinforces the stereotype of the “manic pixie nightmare girl” in the game by being a hyperactive criminal with no depth. She is reduced as a display rather than reality by her hypersexualized design. However, she was altered by Arcane, elevating her above the status of a careless villain with her PTSD, trauma, and abandonment. Furthermore, Jinx has a combination of masculinity and femininity; a feminine, slender figure combined with violent, aggressive actions, reflecting a contemporary change in the design of female characters. Jinx embraces both, defying gender norms and helping the rise of female anti-heroes in storytelling, in contrast to previous media where female leads were either hyper-feminine or blatantly masculine to explain their strength. (Sereni, 2020, p. 33). This change suggests larger media trends where female characters have historically been “marginalized or objectified, with portrayals often reinforcing traditional patriarchal gender roles rather than challenging them” (Kumari & Joshi 2015 p. 45).
What kind of expectations does this foster in real life?
Different expectations about female characters, mental illness, and identity in real life are brought about by Jinx’s transformation from a one-dimensional monster to a wounded anti-hero in Arcane. The perception that mental instability is only “fun” or entertaining was reinforced by Jinx in League of Legends. By making instability seem like something to be laughed at rather than understood, this portrayal ran the potential of downplaying mental health issues and links it to danger (Aracena, 2012 p. 5). However, Arcane defies these assumptions by depicting Jinx’s pain in a way that is more emotionally charged. Her character raises awareness of how trauma affects identity and behaviour by displaying the actual effects of her history.
Psychological/Behavioral Effects and Societal Changes or Backlash
Jinx’s growth in Arcane serves as an example of how media representations of trauma and mental illness have changed dramatically. Her chaotic demeanour was used for entertainment purposes in League of Legends, which perpetuated negative stereotypes that associate mental instability with humour or danger. This is a common problem in movies that distort mental illnesses for entertainment purposes (Aracena, 2012 p. 5). Arcane produces important conversations about trauma and identity by presenting her battles with PTSD, paranoia, and abandonment in a more sympathetic way. This change is in line with larger worries about the stigma that is reinforced by media representations, since false representations of mental illness frequently lead to prejudice in society (Aracena, 2012 p. 33).
Sources
Anika. 2024. “Arcane’s Jinx as Psychotic Representation in Media.” Manic Pixie Dust. September 5, 2024. https://www.manicpixiedust.com/arcane/.
Aracena, Yancy. 2012. Psychosis in Films: An Analysis of Stigma and the Portrayal in Feature Films. CUNY Academic Works.
https://academicworks.cuny.edu/cc_etds_theses/134.
Kumari, Archana, and Himani Joshi. “Gender stereotyped portrayal of women in the media: Perception and impact on adolescent.” IOSR Journal of Humanities and Social Science (IOSR-JHSS) 20, no. 4 (2015): 44-52.
Riot Games. 2025. “Jinx – League of Legends.” League of Legends. https://www.leagueoflegends.com/en-us/champions/jinx/.
Sereni, Eleonora. ““When I’m Bad, I’m Better”: from early Villainesses to contemporary antiheroines in superhero comics.” (2020).
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