ビデオゲームは21世紀最大のメディアの一つであり、米国のゲーム市場の収益は2018年430億ドル(1ドル=130円として約5兆5900億円)を超えた。ビデオゲームは、情報、社会的交流、娯楽、個人のアイデンティティーの探求などにおいて重要な役割を担っている。多くのゲームキャラクターは、ジェンダー、人種、クィアなどのステレオタイプを象徴している。インタラクティブで説得力のあるストーリーにプレイヤーを没頭させるゲームは、社会的な価値観や規範、個人の行動の形成に影響を及ぼすため、偏見や差別につながるステレオタイプは懸念材料となる。
ゲームの仮想空間では、デザイナーとプレイヤーの双方が、民族、ジェンダー、性自認などが異なる別人になってみることができる。仮想空間は、現実の世界では実現が難しい、あるいは不可能と思われるようなことが可能になる。ステレオタイプに異議を唱えたり覆したりすることは、現実世界でのアイデンティティーや行動を変化させることにつながり、プレイヤーやゲーム開発者の多様性を高める可能性がある。
The Challenge
Gendered Innovation 1: Games as a Catalyst for Changing Gender Norms
Method: Rethinking Language and Visual Representations
Designing Games for Girls: The Problem of Stereotypes
Term: Stereotypes
Gendered Innovation 2: Designing Flexible, Mixed-Gender Games
Method: Engineering Innovation Processes
Video Games and Women’s Participation in the Information Technology (IT) Industry
Conclusions
Next Steps
In 1962, MIT student Steve Russell created Spacewar!, the first widely-distributed software video game (Rockwell, 2002). Until games were commercialized in 1971, developers and players were largely computer scientists, electrical engineers, and their students, who tended to be white males (Herman et al., 2002). Fifty years later, we still lack equity among game characters, gamers, and developers.
Video games are one of the largest media outlets in the 21st century, serving as a source of information, social interaction, entertainment, and exploration of personal identity (Westcott et al., 2021).
Games—and the cultures that form around them—often reflect and influence players’ behaviors in the real world. For example, controlled experiments show that violent game play, such as Mortal Kombat, increases the incidence of self-reported aggressive thoughts in the short term (Anderson et al., 2007). Similarly, research demonstrates that players exposed to stereotypical sex-typed images from video games (e.g., female sex objects and powerful males) are more tolerant of sexual harassment (Dill et al., 2008). Researchers also found that players exposed to stereotypes of Black men as aggressive criminals or a “dangerous minority” rate Black political candidates less favorably than white candidates (Dill & Burgess, 2013). Finally, games that are consistently heteronormative erase LGBTQIA+ identities. By contrast, games where the goal is “to benefit another game character” have been shown to enhance gamers’ prosocial action, or voluntary actions intended to help others (Greitemeyer et al., 2010).
This power of games to influence social behavior can potentially help catalyze social change (Stefansdóttir et al., 2008). Game researchers have found that games embed “beliefs within their representation systems and structures, whether the designers intend them or not” (Flanagan et al., 2007). In this sense, games can either reproduce social stereotypes or challenge them—in ways that lead players to rethink social norms (see diagram right). Analyzing gender, race, sexuality, and their intersections has led to the designing of games which provide a virtual space where players can explore social identities and behaviors. Games that challenge conventional stereotypes allow players to create multiple personas in a range of contexts over time.
Gender, racial, and queer stereotypes are rife in games. Stereotypes have both cognitive (e.g., generalizations) and affective (e.g., fear) components (Amodio & Devine, 2006), and repeated exposure to stereotypical portrayals of a group reinforces how that group is viewed socially (Burgess, 2011).
Method: Rethinking Language and Visual Representations
Games provide a virtual space where designers and players can experiment with ethnicity, gender and sexuality-experimentation that may be difficult or impossible in the real world (Turkle, 1997; Przybylski et al., 2021). A cross-sectional study of gamers found that—when given choices—54% of men and 68% of women engaged in “gender-swapping”; these players felt more freedom to experiment in game play than in real life (Hussain et al., 2008). Players might also engage with gender-ambiguous characters and play with other characteristics, such as race, age, height, etc. (Conrad et al., 2010; Harris et al., 2009). Challenging stereotypes has the potential to help remake real-world identities and behaviors, and may enhance diversity among players and game developers.
Challenging gender stereotypes may enhance diversity in video and online games, and potentially the gaming industry. This is important because games are increasingly spaces where young people engage in a significant portion of their socializing.
View General Method
Games that feature pre-chosen characters need female, LGBTQIA+, and BIPOC characters that enjoy narrative parity with their majority male counterparts (Vella et al., 2020). For example, Dragon Age: Inquisition works to positively mainstream LGBTQIA+ characters (Villemez, 2020). In the game, Dorian, a powerful gay wizard, assists the main character in saving the fictional world of Thedas from a demon army. When he was younger, Dorian was forced by his father to undergo conversion therapy (through a process called “blood magic”). As in real life, this torture did not change Dorian’s sexuality.
Method: Engineering Innovation Processes
Considering the following points may lead to games designed with dynamic gender norms:
1. In designing for “everybody,” game developers often design by default for white, heterosexual boys and men (Süngü, 2020; Sørensen et al., 2012; Rommes, 2006; Oudshoorn et al., 2004). Designing for “everybody” typically continues to exclude LGBTQIA+ gamers, gamers of color, non-binary people, and women.
2. “I-Methodology"—where designers assume that users will like the same things they do—may also result in games for men. A 2021 survey of the gaming industry revealed that 61% of developers identify as men and 68% identify as heterosexual (IGDA, 2021). Further increasing diversity in the game industry will likely augment the number of well-represented characters of diverse backgrounds and identities (Smith, 2016).
3. User input from diverse players can be important (see Co-Creation and Participatory Research and Design.
a. Surveying users may produce inaccurate data due to reporting bias: People surveyed tend to report behaviors that conform to stereotypes. As a result, self-reports may generate inaccurate data that appear to support stereotypes.
b. Objective measures of players’ play behaviors may lead to better design. This will help developers create game content that appeals to diverse audiences, as well as account for players that have different gaming behaviors (Veltri et al. 2014). For example, girls are more likely to play video games associated with cards, puzzles, and social interaction, while boys are more likely to play video games associated with fighting, shooting, sports, and fantasy role-play. Sandbox and simulation games appeal across genders (Cunningham, 2018).
c. Testing prototypes through questionnaires or direct feedback with intersectional gamers (e.g., queer Black people or Asian women) may enhance character development.
4. Intersectional approaches take into accountconsider group differences. Gamers are not all the same, and analyzing group heterogeneity may better capture the diversity of interests and tastes across broad populations. Not all women, for example, like the same games. Gaming is influenced by gender, ethnicity, race, sexual orientation, and their interactions. Age, educational level, geographic location (urban vs. rural and other factors also influence game preferences.
5. Building a diverse design team may broaden perspectives.
a. Including people from diverse ethnic and racial backgrounds, genders, and sexual orientations enhances creativity and innovation (Danilda et al., 2011; IGDA, 2022).
b. Simply including a wide range of developers, however, may not be enough. To maximize innovation, everyone on the design team needs to understand intersectional analysis. Teams should workshop narratives that encourage empathy and inclusivity while avoiding stereotypes (Gray, 2021).
View General Method
Gamers are often harassed. Women (38%) and LGBTQIA+ (35%) players reported the most online harassment, followed by Black (31%), Hispanic and Latinx (24%), and Asian (23%) players (Fiorellini, 2021). Gamers who feel harassed often find their own niche communities. The r/Gaymer and r/TransGamers forums on the social media site Reddit seek to provide spaces for LGBTQIA+ gamers to express their experiences (Fiorellini, 2021). Black Girl Gamers, a channel on Twitch, increases the visibility of Black women gamers. Increasing diversity among game developers coupled with increasing character diversity in video games may produce games and gaming communities that are inclusive and welcoming. These inclusive communities can work to “encourag[e] an equitable gaming environment…where marginalized players can become part of the center” (Skardzius, 2018).
Design can promote social equity. Games, in particular, can be a catalyst for change in social norms, relations, and identities, and, eventually, in the gaming industry itself. Although current social identities and norms determine in part the kinds of games that are produced, culture itself is dynamic, and games can be used as an experimental space for creating new norms, relations, and identities.
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Analyzing Gender is a basic method. Video games are an interesting area for application. During the past fifty years, most video game inventors, programmers, and players have been men. In 1962, Steve Russell at MIT created Spacewar!, the first widely-distributed software video game. Until games were commercialized in 1971, game developers and players were primarily computer scientists, electrical engineers, and their students—games were highly masculinized, promoting fighting, killing, and shooting.
Gendered Innovation:
Scholars are interested in how games—and the cultures that form around them—influence players' real-world behaviors, and vice-versa. Researchers have found that games embed "beliefs within their representation systems and structures, whether designers intend them or not."
Gendered Innovations: