A Bechdel Test for Computer Games?

This paper reports work addressing the research question "could a Bechdel-like test be an indication of how women are represented in video games?" through developing such a test for video games: the Indicative Representation of Women In Games (IRWiG) test. We describe its development process: a multidisciplinary approach combining a literature review with the development and application of ontologies representing the constructional elements of games that relate to portrayal of women. The IRWiG test was evaluated through a public evaluation survey and an internally-conducted games analysis. The test proposes four criteria for analysing a female character: her character development, appearance, abilities and relevant stereotypes, and the skippability of content in which she is active. An overall agreement rate of 74% was found between users' opinions of how a woman is represented in a game, and the application of the IRWiG test.

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Publication Details

Published
2024-09-30
DOI
https://doi.org/10.26503/dl.v2024i1.2225
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

A Bechdel Test for Computer Games?

Ruth Aylett, Mio Firkins
Educational Games and Gamification
article

A Bechdel Test for Computer Games?

Ruth Aylett, Mio Firkins
article en

Abstract

This paper reports work addressing the research question "could a Bechdel-like test be an indication of how women are represented in video games?" through developing such a test for video games: the Indicative Representation of Women In Games (IRWiG) test. We describe its development process: a multidisciplinary approach combining a literature review with the development and application of ontologies representing the constructional elements of games that relate to portrayal of women. The IRWiG test was evaluated through a public evaluation survey and an internally-conducted games analysis. The test proposes four criteria for analysing a female character: her character development, appearance, abilities and relevant stereotypes, and the skippability of content in which she is active. An overall agreement rate of 74% was found between users' opinions of how a woman is represented in a game, and the application of the IRWiG test.

Openalex Percentile: Top 65%
Educational Games and Gamification
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