Counting Queerness in Games: Trends in LGBTQ digital game representation 1985-2005
Genre
Journal articleDate
2019-03-28Department
Media Studies and ProductionSubject
Video gamesDigital games
Lesbian
Gay
Bisexual
Transgender
Queer
LGBTQ
Nonbinary
Gender nonconforming
Asexual
Intersex
Representation
Face
Character role
Historical trends
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http://hdl.handle.net/20.500.12613/8998
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http://dx.doi.org/10.34944/dspace/8962Abstract
This article provides quantitative analyses of trends in lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in digital games released between 1985 and 2005, including 162 games and 283 instances of content. We contextualize these findings within the literature on LGBTQ media representation and emphasize the unique forms this content takes in games. We also demonstrate the importance of looking beyond the game text in isolation in coding sexual and gender identities. We explore the statistical association among variables, including the intersection of race and character role with LGBTQ identities, country of origin, and year of release. Moreover, we demonstrate trends in this representation over time. In addition, we discuss the limitations of quantitative analysis of game content, particularly for this sort of historical analysis. Still, we can point to interesting quantitative trends in LGBTQ representation, which offer important context for understanding what ideologies are being replicated in digital games.Citation
Shaw, A., Lauteria, E.W., Yang, H., Persaud, C.J., & Cole, A.M. (2019). Counting queerness in games: Trends in LGBTQ digital game representation 1985-2005. International Journal of Communication, 13, 1544-1569.Available at: https://ijoc.org/index.php/ijoc/article/view/9754/0
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USC Annenberg School for Communication & JournalismHas part
International Journal of Communication, Vol. 13ADA compliance
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