HTML etsetewtststs

BA (Hons) CGI/ Film Visual Effects/ Digital Arts Top up
Specialism – Production, Academic
The goal of this paper is to examine the rise of gender-diverse options in character creators, such as pronouns and voice, and what that inclusion says about the industry and its audience today from a public perception perspective. Using four case studies, this paper will explore what seems to be keeping the industry from diversifying further and how the effort, or the lack of, to overcome these obstacles affect each case study’s reputation. Raising awareness about these issues and plainly highlighting their effect on reputation, public perception, and goodwill will present a foundation on which future games and studios should hope to improve their own gender-diversity.  ​​​​​​​
“To be understood fully, games have to be situated within the cultures in which they are found, including the wider industrial/economic context.” 
(King and Krzywinska, Tomb Raiders & Space Invaders)

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