History of Video Games as Art

🕹️History of Video Games as Art Unit 8 – Identity in Video Games: Representation

Video games have come a long way in representing diverse identities. From early stereotypes to more nuanced portrayals, the industry has evolved to include a wider range of characters and experiences. This shift reflects changing societal attitudes and the growing diversity of gamers. Representation in games encompasses race, gender, sexuality, ability, and age. While progress has been made, challenges remain. The industry still grapples with issues of tokenism, cultural appropriation, and resistance to change. Ongoing efforts aim to create more inclusive gaming environments for all players.

Key Concepts and Terminology

  • Representation refers to how different identities, cultures, and groups are portrayed in video games through characters, narratives, and game worlds
  • Diversity in gaming encompasses the inclusion of a wide range of identities, including race, gender, sexuality, ability, and age, both in game content and among game creators
  • Inclusion involves creating welcoming and accessible gaming environments for all players, regardless of their background or identity
  • Stereotypes are oversimplified, generalized representations of particular groups that often rely on harmful assumptions and lack nuance
    • Can perpetuate negative attitudes and limit authentic representation (e.g., the "damsel in distress" trope)
  • Tokenism is the inclusion of diverse characters in a superficial or perfunctory way, without meaningful representation or engagement with their identities
  • Cultural appropriation occurs when elements of a marginalized culture are adopted by members of a dominant group without proper understanding, acknowledgment, or respect
  • Intersectionality recognizes that individuals often hold multiple, overlapping identities that shape their experiences and perspectives (e.g., a queer woman of color)
  • Allyship involves individuals from privileged groups actively supporting and advocating for marginalized communities in the fight against oppression and underrepresentation

Historical Context of Identity in Games

  • Early video games often featured limited representation, with protagonists primarily being white, male, and heterosexual (e.g., Super Mario Bros., Pac-Man)
  • Representation of female characters in early games was often stereotypical and objectified, with an emphasis on physical appearance and sexualization (e.g., Lara Croft in early Tomb Raider games)
  • Arcade and console games in the 1970s and 1980s rarely depicted non-white characters, and when they did, it was often in stereotypical or exoticized ways (e.g., Native American characters in Custer's Revenge)
  • As gaming technology advanced, there was a gradual increase in character customization options, allowing players to create avatars that more closely resembled themselves (e.g., The Sims)
  • The rise of indie gaming in the 2000s and 2010s provided opportunities for more diverse voices and stories to be told, challenging mainstream gaming narratives
    • Indie games often tackled topics such as mental health, LGBTQ+ identities, and marginalized experiences (e.g., Dys4ia, Gone Home)
  • Online gaming communities have played a significant role in shaping discussions around representation and inclusion, both positively and negatively
    • Some communities have advocated for greater diversity, while others have perpetuated harassment and exclusion

Evolution of Character Representation

  • Over time, there has been a gradual increase in the diversity of playable characters and non-player characters (NPCs) in video games
  • The introduction of character creation tools has allowed players to create avatars that more closely resemble their own identities or desired representations
  • Games have begun to feature more complex and nuanced representations of marginalized identities, moving beyond stereotypes and tokenism
    • Examples include the portrayal of Black characters in Telltale's The Walking Dead and the exploration of queer relationships in Life is Strange
  • Indie games have often been at the forefront of pushing for more diverse and authentic representation, tackling topics and identities underrepresented in mainstream gaming
  • There has been a growing recognition of the importance of intersectional representation, acknowledging the unique experiences of characters with multiple marginalized identities
  • Despite progress, there is still a significant lack of representation for many groups, including people with disabilities, transgender individuals, and indigenous communities
  • Efforts to improve representation have sometimes faced backlash from certain segments of the gaming community, leading to harassment and resistance to change

Diversity and Inclusion in Game Design

  • Diversity in game design involves not only the representation of characters but also the inclusion of diverse perspectives and experiences in the creation process
  • The gaming industry has historically been dominated by white, male, and heterosexual individuals, leading to a lack of diverse voices in decision-making roles
  • Initiatives such as Girls Make Games and the IGDA's Diversity Advocacy group aim to support and empower underrepresented groups in the gaming industry
  • Inclusive game design considers accessibility features for players with disabilities, such as customizable controls, subtitles, and color-blind modes (e.g., The Last of Us Part II)
  • Games that prioritize diversity and inclusion often benefit from a wider range of creative perspectives and innovative gameplay mechanics
  • Diverse development teams can help ensure more authentic and respectful representation of marginalized identities and experiences
  • Challenges to diversity and inclusion in game design include systemic barriers, discrimination, and resistance to change within the industry
  • Advocates argue that greater diversity and inclusion in game design is not only a matter of representation but also of creating better, more engaging games for all players

Cultural Impact and Social Commentary

  • Video games have the power to shape cultural attitudes and spark social commentary on a wide range of issues, including identity, representation, and social justice
  • Games can serve as a medium for marginalized communities to tell their own stories and challenge dominant narratives (e.g., Never Alone, which explores Iñupiat culture and folklore)
  • Some games have tackled complex social and political issues, such as racism, sexism, and LGBTQ+ rights, through their narratives and gameplay mechanics (e.g., Deus Ex: Mankind Divided, which explores themes of discrimination and oppression)
  • Video games can also perpetuate harmful stereotypes and reinforce dominant power structures, particularly when developed without diverse perspectives or critical examination
  • The gaming community has been a site of both activism and resistance to social change, with discussions around representation and inclusion often leading to heated debates and harassment
  • Games have the potential to foster empathy and understanding by allowing players to inhabit the experiences of characters from different backgrounds and identities
  • The cultural impact of video games extends beyond the screen, influencing fashion, music, and other forms of media
  • As the gaming industry continues to grow and evolve, its cultural impact and potential for social commentary will likely become even more significant

Case Studies: Landmark Games and Characters

  • The Sims (2000) was one of the first mainstream games to allow for same-sex relationships and diverse character customization options, paving the way for greater representation in life simulation games
  • Jade, the protagonist of Beyond Good & Evil (2003), is a rare example of a woman of color as the lead character in a mainstream action-adventure game
  • The Walking Dead (2012) features a Black protagonist, Lee Everett, and explores themes of race, family, and survival in a nuanced and impactful way
  • Gone Home (2013) is a landmark indie game that tells the story of a young woman discovering her sister's queer identity, showcasing the potential for games to explore LGBTQ+ experiences with sensitivity and depth
  • Overwatch (2016) features a diverse cast of characters from different nationalities, ethnicities, and backgrounds, although it has also faced criticism for its handling of certain characters and cultural representations
  • Hellblade: Senua's Sacrifice (2017) offers a powerful portrayal of mental illness, specifically psychosis, through its protagonist Senua, a Pict warrior on a quest to save her lover's soul
  • The Last of Us Part II (2020) features a queer female protagonist, Ellie, and includes a wide range of accessibility options, setting a new standard for inclusion in AAA gaming

Controversies and Debates

  • The Gamergate controversy (2014) highlighted issues of sexism, harassment, and exclusion within the gaming community, sparking widespread debates about representation and diversity in the industry
  • The lack of representation and stereotypical portrayals of indigenous characters in games has been a point of ongoing criticism and activism, with games like Prey (2006) and Red Dead Redemption (2010) facing backlash for their depictions of Native American characters
  • The use of racial and ethnic stereotypes in character design, such as the exoticization of Asian characters or the criminalization of Black characters, has been a subject of critique and calls for more authentic and nuanced representation
  • LGBTQ+ representation in games has often been limited or relegated to subtext, with some games facing censorship or backlash for including queer characters or relationships (e.g., the removal of same-sex romance options in Mass Effect 2)
  • The portrayal of women in games has been a long-standing point of controversy, with debates around the oversexualization of female characters, the lack of diverse body types, and the underrepresentation of women in leading roles
  • Accessibility in gaming has gained increasing attention, with advocates calling for more inclusive design practices and options for players with disabilities
  • The role of historical accuracy and creative license in games that depict real-world events and cultures has been a subject of debate, with some arguing for greater responsibility in representation and others defending artistic freedom
  • The increasing diversity of the gaming audience is likely to drive further demand for more inclusive and representative games, both in terms of content and accessibility
  • The rise of streaming and esports has the potential to amplify discussions around representation and inclusion, as well as to provide platforms for diverse voices within the gaming community
  • Advances in technology, such as virtual and augmented reality, may offer new opportunities for immersive and empathetic experiences that explore diverse identities and perspectives
  • The growth of the indie gaming scene and the democratization of game development tools could lead to a wider range of stories and representations being explored in games
  • Challenges for the future of representation in gaming include addressing systemic barriers to diversity within the industry, combating harassment and exclusion in gaming communities, and ensuring that diverse representations are authentic, nuanced, and respectful
  • There is a need for more diverse voices in leadership and decision-making roles within the gaming industry to drive meaningful change and ensure that games reflect the diversity of their audiences
  • Ongoing conversations and activism around representation and inclusion in gaming are likely to shape the medium's future, pushing for greater accountability, creativity, and social impact.


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.