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Dynamic Demographics: Lessons from a Large-Scale Census of Performative Possibilities in Games

Published:19 April 2018Publication History

ABSTRACT

While much popular discussion of representation in games exists, there is very little rigorously collected data available from which to draw direct conclusions. In this study, we set out to address this gap by performing a census of playable characters across a large sample of contemporary games. We gathered data from 200 games including independently published ("indie") games and so-called "AAA" titles from large publishers. While our initial analysis yielded some insight into the landscape of playable characters, it also highlighted the contingent, negotiated, and interpretive nature of representation in games. This led to additional analysis that emphasized the ways in which this negotiation manifests in research in the methods and metrics used to quantify representation. We argue that researchers studying representation in games need to treat it as a possibility space for a multitude of potential interpretations rather than a singular, measurable, phenomenon.

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    • Published in

      cover image ACM Conferences
      CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
      April 2018
      8489 pages
      ISBN:9781450356206
      DOI:10.1145/3173574

      Copyright © 2018 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      • Published: 19 April 2018

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