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Non-binary aliens or blue sex dolls? Queer identities in mainstream video games / FRANCESCA RICHARDS

Swansea University Author: FRANCESCA RICHARDS

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Abstract

This study aims to understand how queer content is represented in mainstream video games. In the post-Gamergate gaming landscape, there have been several attempts to broaden inclusivity through the inclusion of queer characters. Gamergate revealed deep-rooted sexism within the industry (Chess &...

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Published: Swansea, Wales, UK 2025
Institution: Swansea University
Degree level: Master of Research
Degree name: MRes
Supervisor: Evans, Leighton ; Rydzewska, Joanna
URI: https://cronfa.swan.ac.uk/Record/cronfa69490
Abstract: This study aims to understand how queer content is represented in mainstream video games. In the post-Gamergate gaming landscape, there have been several attempts to broaden inclusivity through the inclusion of queer characters. Gamergate revealed deep-rooted sexism within the industry (Chess & Shaw, 2015:212) and evidenced a reluctance to diversify representations in the medium (Dewey, 2014). There are still concerns regarding how these identities are presented, with homophobia, sexism and racist attitudes remaining evident today in gamer culture and arguments that mainstream games still prioritise their male, heterosexual demographic (Zhang, 2024). This thesis examines some of those attempts critically, assessing the extent to which ‘queer’ characters, game content and representation is integrated into gameplay (often through mechanisms like the 'gay button') and recurring tropes that are utilised to depict queer identities. The research consisted of three case studies across three regions—Europe, North America, and Japan—comparing games from before and after Gamergate. The scope of these case studies was determined to assess whether genuine progressive change has been made in representing LGBTQ+ characters. Japanese depictions of queer content vary, with some explicit, homophobic and transphobic examples and others nuanced and down to player interpretation. While the inclusion of LGBTQ+ characters in North American games has increased, games from the region show a lack of exploratory depth and ludic agency for queer characters. Queer content is often optional, reflecting the notion of the 'gay button'. The European selected games demonstrated more inclusivity despite some employment of stereotypical tropes. These tropes included visual signifiers to communicate queerness. While there are more queer characters post-Gamergate, there remains considerable ludic and representational issues which indicate that the industry is still in an exploratory, early stage in LGBTQ+ integration.
Keywords: LGBTQ+, Video games, representation, queer theory, feminist theory, tropes, stereotypes, Player agency, romance mechanics
College: Faculty of Humanities and Social Sciences