Regardless of how you feel about Anita Sarkeesian, Feminist Frequency's yearly Gender Breakdown of E3 games is worth reviewing. For 2018, the numbers are not much better than last year for gender representation with women. However a new category has been placed on the wheel: gender ambiguous. Characters that are designed in a way to not be distinctly "male" or "female" in accordance with society. Their design can be interpreted by the gamer.
Why is this Gender Breakdown necessary to read? Because it highlights where the industry can and should improve to provide representation. As we know very well by now, women make up a significant portion of the gaming population. Current studies have it averaged that around 45% of gamers are female. Yes, I am keeping in mind that this is beyond AAA games. This includes mobile and browser-based games - which are video games. Regardless of what your beliefs may be. A game, is a game, is a game. Platform does not matter. And being able to play a game where my gender is represented beyond the "damsel in distress" is important to me. It allows me to connect to the game's story and characters in a meaningful way. It also makes me feel more included in the community. While straight men shouldn't be the only ones allowed to fulfill their fantasies and wishes through a video game. Women, LGBTQ, PoC - we all want that experience and we shouldn't be pushed aside when we make up a large chunk of the gaming population.
Why is this Gender Breakdown necessary to read? Because it highlights where the industry can and should improve to provide representation. As we know very well by now, women make up a significant portion of the gaming population. Current studies have it averaged that around 45% of gamers are female. Yes, I am keeping in mind that this is beyond AAA games. This includes mobile and browser-based games - which are video games. Regardless of what your beliefs may be. A game, is a game, is a game. Platform does not matter. And being able to play a game where my gender is represented beyond the "damsel in distress" is important to me. It allows me to connect to the game's story and characters in a meaningful way. It also makes me feel more included in the community. While straight men shouldn't be the only ones allowed to fulfill their fantasies and wishes through a video game. Women, LGBTQ, PoC - we all want that experience and we shouldn't be pushed aside when we make up a large chunk of the gaming population.
The Breakdown focused on the big showcases that people were most likely to watch: EA, XBox, Bethesda, Nintendo, Sony, SquareEnix, Ubisoft, and PC Gaming. Games where multiple trailers were shown throughout several events were counted only once. Compared to 2017's numbers, the number of female characters who headlined or were a playable option for a game increased by 1%. Woo. 8% Female. 24% Male. 50% Multi. 5% Gender Ambiguous. 13% N/A. While it's better than 2016, the results haven't changed over the years. Games are still dominated by men or with the option to play as a male character. It's not worse, but it hasn't improved. I don't think it's too much to ask for to have PoC, females, and LGBTQ included in the lineup more often. (Pssst. Developers - having variety will encourage new people to spend money and play!) While it was refreshing to see a different angle to The Last of Us 2 in how they displayed their content, that was 1 out of 118 games.
Diversity. It's a thing. (Men, keep your shirts on. Everyone else has had to project their being onto white male characters for decades. You can project yours to a female or a PoC 1 time and you'll be fine. We promise.)
2018's numbers also point out that the presenters were almost always white men. For as much as I like Bethesda, they only had 1 female presenter (who was the butt of a joke for Prey). Come on developers. We know you have other people working in your businesses. Give them a shot! They might do better than most of the people you bring out on the stage.
Finally, the Breakdown includes a segment on combat vs. non-combat gaming. E3 presentations typically focus on action-oriented games. But this year it was refreshing to see more of a shift towards puzzles, platformers, dance, and non-war games. Because gamers want more out of their purchase. We want to be challenged and developers seem to be hearing our calls to make it happen.
Remember: It's okay to enjoy video games and to be critical of them. This is how we grow as a community, as an art form, and as entertainment.
Diversity. It's a thing. (Men, keep your shirts on. Everyone else has had to project their being onto white male characters for decades. You can project yours to a female or a PoC 1 time and you'll be fine. We promise.)
2018's numbers also point out that the presenters were almost always white men. For as much as I like Bethesda, they only had 1 female presenter (who was the butt of a joke for Prey). Come on developers. We know you have other people working in your businesses. Give them a shot! They might do better than most of the people you bring out on the stage.
Finally, the Breakdown includes a segment on combat vs. non-combat gaming. E3 presentations typically focus on action-oriented games. But this year it was refreshing to see more of a shift towards puzzles, platformers, dance, and non-war games. Because gamers want more out of their purchase. We want to be challenged and developers seem to be hearing our calls to make it happen.
Remember: It's okay to enjoy video games and to be critical of them. This is how we grow as a community, as an art form, and as entertainment.
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