Avatars, Gender and Sexuality for Brazilian Players on Rust


Caetano Mayara
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

This study aims to understand what the aspects are that make players identify with and relate to avatars, including discussions on issues of gender and sexuality. To carry out this research qualitative experiments were conducted using gameplay sessions and semistructured interviews. The Massive Multiplayer Online game Rust (Facepunch Studios 2013) was chosen for empirical study because of its gender-based system, a controlled variable for the experiments. Volunteers from the study were divided into two groups: one with the gender of the participants matching the gender of the avatars they controlled; the other not matching. From the results we were able to determine: the level of identification between player and avatar was not so important and did not affect how they played; there were mixed feelings about the race of one of the avatars in the experiment; having avatars appear nude also made the participants feel uncomfortable, especially regarding the male avatar; female participants responded to gender questions more easily than males; overall, the participants were not aware that they were playing a game related to gender swapping; and even though they were not comfortable speaking about sexuality, the participants were able to recognize patterns in the representations as well as critique them and offer other suggestions.

 

Playing with Herstory. Representing Femininity in Historical Video Games


Elisabeta Toma Cosima Rughiniș
2016 DiGRA/FDG ’16 – Proceedings of the 2016 Playing With History Workshop

We propose a set of six topics of inquiry into historical games as regards their feminine characters, and we illustrate them through an analysis of This War of Mine, Valiant Hearts and 80 Days. Historical games may include documented historical characters and fictive characters as well; the latter may aim to represent a type of real persons, or may be individualized as a purely fictional character. We argue that This War of Mine, Valiant Hearts and 80 Days have both strong and weak points in their construction of feminine characters, when taking into account the proposed set of indicators.

 

Three Shadowed Dimensions of Feminine Presence in Video Games


Cosima Rughiniș Răzvan Rughiniș Toma Elisabeta
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Representations of femininity in video games and other media are often discussed with reference to the most popular games, their protagonists and their sexist predicament. This framing leaves in shadow other dimensions. We aim to identify some of them and to open a broader horizon for examining and designing femininity and gender in games. To this end we look into games with creative portrayals of feminine characters, diverging from the action-woman trope: The Walking Dead, The Path, and 80 Days. We talk in dialogue with scholars, but also with a digital crowd-critique movement for films and games, loosely centered on instruments such as the Bechdel-Wallace test and the TV Tropes.org wiki. We argue that the central analytical dimension of female character strength should be accompanied by three new axes, in order to examine feminine presence across ages, in the background fictive world created by the game, and in network edges of interaction.

 

Ethical Recognition of Marginalized Groups in Digital Games Culture


Hammar Emil Lundedal
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

In this paper I argue that moral agents are obligated to include and pay respect to the equal treatment, equal opportunities and justice of groups and identities usually marked by marginalization, discrimination and/or oppression in the domain of digital games. As a result, I point towards how individual and collective moral agents in digital games culture can pay respect through recognition and affirmation of different groups and identities. At first I establish what constitutes a group and my definition of marginalization. This allows me to identify which specific groups are marginalized in digital games through a literature overview of different research into the representation and inclusion of said group identities. This demarcation and identification of marginalized groups allow me to further propose the ways in which marginalization and discrimination occurs and is reproduced in the domain of digital games. In turn, I propose the ways in which this marginalization and discrimination can be curbed through recognition and affirmation of marginalized groups. As such, I provide and identify the ethical aspects and general actions that moral agents are confronted with and called to act upon. This results in specific suggestions on how moral agents within the domain of digital games are morally obligated to include and pay respect to groups and identities usually marked by marginalization, discrimination, and oppression.

 

The Concept and Research of Gendered Game Culture


Friman Usva
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

Despite gender having become a central topic in the game cultural discussion of today, there does not seem to be clear understanding of the concept of gendered game culture or general theoretical framework that would define and support the study of gendered game culture within the field of academic game studies. This paper argues that there are two starting points for understanding the concept of gendered game culture and for its research: the first being how the concept of gender is understood in the context of games, and the second being defining the central gender questions in game studies and locating them in the field of game culture. The paper also presents a preliminary model for the concept and research field of gendered game culture. The model consists of the central research questions on the topic of gender and games, presented in selected leading level game studies journals and conferences and located in the various sectors of game culture. At the same time, the model reveals some of the gender questions not yet presented in these central publications as well as some of the areas of game culture not yet widely studied from gender perspective.

 

Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility


Bryce Jo Rutter Jason
2002 Computer Games and Digital Cultures Conference Proceedings

Approaches to gender and computer gaming have been dominated by textual and content analysis at the expense of broader understandings of gaming. This paper examines computer games through gendered game content, game spaces and activities. The paper suggests that despite the popular stereotype of the computer gamer as an antisocial male teenager, there is increasing evidence of female gaming. This suggests the need to examine the relationship between gender and this activity in greater depth and within everyday contexts. The authors examine the possibility of computer gaming as a potential site for challenging dominant gender stereotypes, relating this to the production and consumption of contemporary leisure.