Diversity in the Game

This Art-Based Research (ABR) project was developed as part of my dissertation while I was an MA student in the Cultural and Creative Industries program at King’s College London (2022-23). The project combines socially engaged photography and creative non-fiction (CNF) to advocate for a more inclusive gaming community. To read the full accompanying critical commentary, click here. The project was also presented at the Consumer Culture Theory Conference (CCT) 2024 and won the People’s Choice Award for the Art & Photography track at the University of San Diego - Knauss School of Business.

About the Project

The gaming industry has long been dominated by an entrenched image of the stereotypical hardcore gamer, a white, heterosexual, able-bodied, cisgender male (Malkowski & Russworm, 2017; Chess et al.,2016). However, this narrow representation has resulted in the marginalisation of individuals who don't conform to this archetype, including women, people of colour, or members of the LGBTQIA+ community  (Shaw, 2015). A cornerstone of this project is the application of intersectionality, an analytical framework coined by Kimberlé Crenshaw (1991). Intersectionality acknowledges that multiple forms of oppression, such as racism, misogyny, and homophobia, intersect and give rise to unique experiences of marginalisation. This lens allows us to explore the intricate interplay of identities and the complex challenges faced by underrepresented gamers. Through dialogue and photography, we aim to combat misconceptions, present an authentic portrayal of diverse gamers and advocate for a more inclusive gaming community.

References:

  • Chess, S., Evans, N. J., & Baines, J. J. D., 2016. What does a gamer look like? Video games, advertising, and Diversity. Television & New Media, 18(1), 37–57. https://doi.org/10.1177/1527476416643765 [Accessed 21 August  2023]

  • Crenshaw, K., 1991. Mapping the margins: Intersectionality, identity politics, and violence against women of color. Stanford Law Review, 43(6), 1241. https://doi.org/10.2307/1229039 [Accessed 21 August 2023]

  • Malkowski, J., & Russworm, T. A. M., 2017. Gaming representation: Race, gender, and sexuality in video games. Indiana University Press.

  • Shaw, A., 2015. Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.

Meet the Team