Sunday, January 22, 2012

Under-representation in videogames

In relation to the content of last Friday's lecture, I came across an article while doing research for another paper which addressed the under-representation of the LGBT community in videogames.

I'm not computer-literate enough to link the actual article, but here's the reference:

Putting the Gay in Games: Cultural Production and GLBT Content in Video Games
Games and Culture July 2009 4: 228-253. By Adreienne Shaw



The article reinforces what Kevin said in the lecture on the videogame designers' reluctance to represent marginalised groups in games. It takes a discursive/postmodern approach, as Shaw conducted interviews regarding the lack of LGBT representation with videogame developers as the participants. Some key points found were:

  • Gay representation in games don't just happen, it is actively created by invested stakeholders. Stakeholders here being members of the gay community or developers who desire diversity in games.
  • Factors affecting representation include the attitudes of developers, the imagined construction of the gamer audience, the potential backlash of the inclusion of gay content and the gaming industry's support, and the potential to represent accurately
  • Lack of representation entails marginalisation, subordination and communicates the idea that under represented groups are culturally unimportant
  • A large proportion of the videogame industry are heterosexual males, limiting the possibility of the invested stakeholders' input. This under-representation in the workforce manifests itself in the content of the games. Also, a lack of creative input by the gay community offers the potential for developers to resort to stereotypical representations
  • The constructed audience follows demographic norms (white, heterosexual males) - a limited construction of the gamer market
  • Backlash can mean the loss of sales and the loss of confidence or loyalty of buyers
  • Content of marginalised groups and subject matter may thrive in narrow or niche markets, where profitability and regulation is less of a concern

Kevin touched on some of these, like the economic barrier and imagined audience, when discussing the under-representation of females. These could extend to several marginalised groups, not just LGBTs or females.

Finally, in accordance with postmodernism, change in represtation could be enacted at both the top-down or macro level (ie in the industry or through regulation) and the bottom-up or micro level (how we as players create the meanings from texts and voice what we want to see from games)

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