Women in Video Games: An Analysis of the Biased Representation of Female Characters in Current Video Games

Abstract Video games have become the largest sector of the global entertainment industry, making their cultural influence significant. This study examines gender representation in mainstream videogames in Spain across PlayStation, XBOX, Nintendo Switch, and PC platforms. Using content analysis, we analyze 313 female and male characters presented in video games. The results show a problematic representation of women in terms of quantity and quality. Women are significantly underrepresented, starring in only 17.78% of game covers and 35.29% of in-game audiovisual content, limiting their visibility and relatability for players. Furthermore, female characters are frequently relegated to secondary roles, depicted with submissive attitudes, unrealistic body types, and subjected to various forms of violence. Despite some games promoting inclusion, a tendency to masculinize female figures persists. The research underscores the impact of these patterns on children and young players’ identity formation, urging reflection on gender values in popular videogames and proposing practical solutions for educators and the video game industry to foster more equitable and diverse portrayals of women in media.

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Publication Details

Journal
Sexuality & Culture
Published
2024-11-11
DOI
https://doi.org/10.1007/s12119-024-10286-0
Citations
10
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
11.32
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article

Women in Video Games: An Analysis of the Biased Representation of Female Characters in Current Video Games

Virginia Guichot-Reina, Ana María de la Torre Sierra
10 citations
Sexuality & Culture
Digital Games and Media
11.32
article

Women in Video Games: An Analysis of the Biased Representation of Female Characters in Current Video Games

Virginia Guichot-Reina, Ana María de la Torre Sierra
article en
10 citations

Abstract

Abstract Video games have become the largest sector of the global entertainment industry, making their cultural influence significant. This study examines gender representation in mainstream videogames in Spain across PlayStation, XBOX, Nintendo Switch, and PC platforms. Using content analysis, we analyze 313 female and male characters presented in video games. The results show a problematic representation of women in terms of quantity and quality. Women are significantly underrepresented, starring in only 17.78% of game covers and 35.29% of in-game audiovisual content, limiting their visibility and relatability for players. Furthermore, female characters are frequently relegated to secondary roles, depicted with submissive attitudes, unrealistic body types, and subjected to various forms of violence. Despite some games promoting inclusion, a tendency to masculinize female figures persists. The research underscores the impact of these patterns on children and young players’ identity formation, urging reflection on gender values in popular videogames and proposing practical solutions for educators and the video game industry to foster more equitable and diverse portrayals of women in media.

Sexuality & CultureVol. 29(2)
Universidad de Sevilla (ES)
Gender equality
Openalex Percentile: Top 2%
Digital Games and Media
11.32
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Women in Video Games: An Analysis of the Biased Representation of Female Characters in Current Video Games — Virginia Guichot-Reina, Ana María de la Torre Sierra · Sexuality & Culture (2024) | TGRS Research Map | TGRS