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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
first_indexed 2025-05-09T14:55:08Z
last_indexed 2025-05-10T08:17:59Z
id cronfa69490
recordtype RisThesis
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spelling 2025-05-09T16:27:26.0250912 v2 69490 2025-05-09 Non-binary aliens or blue sex dolls? Queer identities in mainstream video games 42aa56cc667df5564c37a192e10c7990 FRANCESCA RICHARDS FRANCESCA RICHARDS true false 2025-05-09 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. E-Thesis Swansea, Wales, UK LGBTQ+, Video games, representation, queer theory, feminist theory, tropes, stereotypes, Player agency, romance mechanics 8 5 2025 2025-05-08 COLLEGE NANME COLLEGE CODE Swansea University Evans, Leighton ; Rydzewska, Joanna Master of Research MRes 2025-05-09T16:27:26.0250912 2025-05-09T15:52:05.5069219 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR FRANCESCA RICHARDS 1 69490__34234__563f3c7150794455b04cff59c40fcbc8.pdf Richards_Francesca_A_MRes_Thesis_Final_Cronfa.pdf 2025-05-09T16:23:04.3090659 Output 1771379 application/pdf E-Thesis – open access true Copyright: The Author, Francesca Richards, 2025. Licensed under the terms of a Creative Commons Attribution-Only (CC-BY) license. Third party content is excluded for use under the license terms. true eng https://creativecommons.org/licenses/by/4.0/deed.en
title Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
spellingShingle Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
FRANCESCA RICHARDS
title_short Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
title_full Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
title_fullStr Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
title_full_unstemmed Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
title_sort Non-binary aliens or blue sex dolls? Queer identities in mainstream video games
author_id_str_mv 42aa56cc667df5564c37a192e10c7990
author_id_fullname_str_mv 42aa56cc667df5564c37a192e10c7990_***_FRANCESCA RICHARDS
author FRANCESCA RICHARDS
author2 FRANCESCA RICHARDS
format E-Thesis
publishDate 2025
institution Swansea University
college_str Faculty of Humanities and Social Sciences
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hierarchy_top_id facultyofhumanitiesandsocialsciences
hierarchy_top_title Faculty of Humanities and Social Sciences
hierarchy_parent_id facultyofhumanitiesandsocialsciences
hierarchy_parent_title Faculty of Humanities and Social Sciences
department_str School of Culture and Communication - Media, Communications, Journalism and PR{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Culture and Communication - Media, Communications, Journalism and PR
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description 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.
published_date 2025-05-08T05:56:33Z
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