Female Representation in Videogames Isn't Getting Any Better
Sarkeesian, A., Petit, C. (2019). Female Representation in Videogames Isn't Getting Any Better. WIRED 2019.
This article proves that representative equality in the video game industry is still far behind where it should be. Sarkeesian & Petit used data from the Electronic Entertainment Expo (E3) from 2015 to 2019 to quantify gender representation in the video game industry. The time frame is significant due to Gamergate in 2014, a misogynist movement that used video game as its platform. While open character creation options are more prevalent than in previous years, games with only a female protagonist are few.
Sarkeesian & Petit quantified the data by counting the number of games at E3 with male, female, gender-ambiguous, and open character options. The data show that in those years, there were 3-10x more male protagonists than female. Sarkeesian & Petit also counted presenters featured at 2019 E3, and found that there were about 4x as many male presenters than female presenters (21% female, 79% male).
The data collected by this study are important in understanding representation in video games because they show that the industry could contribute more to social equity.
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