From pixels to perspectives: exploring perceptions of representation in character design

Introduction. This study presents findings about perceptions of how women characters are introduced in a sample of six best-selling games. Our analysis adds to ongoing conversations about representation in games and media, encouraging both designers and researchers to reflect on how perceptions and emotions related to representation shape interactions from the perspectives of gamers and non-gamers alike. Method. We analysed 198 responses to a survey that asked participants questions about how they felt about short videos of character introductions and captured open-ended responses about the roles these characters occupied. Analysis. We used descriptive and comparative statistics to identify basic trends in closed-ended survey responses amongst participants. We then identified, applied, and iterated on emergent descriptive qualitative codes designed around participant’s open-ended responses. Results. We identified a series of themes regarding cultural context, perceived characterization and character roles, and time and dialogue. Conclusions. Our findings build on previous literature about character design and women’s representation in games with analysis based on community perceptions and provide considerations for anyone designing characters and their introductions or working with diverse groups to make the medium and industry more inclusive.

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Publication Details

Journal
Information Research an international electronic journal
Published
2025-03-11
DOI
https://doi.org/10.47989/ir30iconf46939
Primary Topic
Design Education and Practice
Type
article
Field-Weighted Citation Impact
0.00
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article

From pixels to perspectives: exploring perceptions of representation in character design

Eunsoo Moon, Daniel L. Gardner, Ning Tang, Dante T. Ramírez et al.
Information Research an international electronic journal
Design Education and Practice
article

From pixels to perspectives: exploring perceptions of representation in character design

Eunsoo Moon, Daniel L. Gardner, Ning Tang, Dante T. Ramírez, Jose De Jesus Garrido Iniguez
article en

Abstract

Introduction. This study presents findings about perceptions of how women characters are introduced in a sample of six best-selling games. Our analysis adds to ongoing conversations about representation in games and media, encouraging both designers and researchers to reflect on how perceptions and emotions related to representation shape interactions from the perspectives of gamers and non-gamers alike. Method. We analysed 198 responses to a survey that asked participants questions about how they felt about short videos of character introductions and captured open-ended responses about the roles these characters occupied. Analysis. We used descriptive and comparative statistics to identify basic trends in closed-ended survey responses amongst participants. We then identified, applied, and iterated on emergent descriptive qualitative codes designed around participant’s open-ended responses. Results. We identified a series of themes regarding cultural context, perceived characterization and character roles, and time and dialogue. Conclusions. Our findings build on previous literature about character design and women’s representation in games with analysis based on community perceptions and provide considerations for anyone designing characters and their introductions or working with diverse groups to make the medium and industry more inclusive.

Information Research an international electronic journalVol. 30(iConf)
Institute for Community Inclusion (US), Robert Gordon University (GB), Indiana University – Purdue University Indianapolis (US), Carnegie Mellon University (US), The University of Texas at Austin (US)
Openalex Percentile: Top 96%
Design Education and Practice
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From pixels to perspectives: exploring perceptions of representation in character design — Eunsoo Moon, Daniel L. Gardner, et al. · Information Research an international electronic journal (2025) | TGRS Research Map | TGRS