The Digital Protagonist Research Toolkit - Team Datavores
Video games are widely consumed as interactive media by a diverse population. 49% of US adults reportedly play video games and the US industry alone is estimated to be worth over $23 billion. However, who gets represented in video games is poorly understood and public discussions on the topic are divisive and heavily anecdotal. Controversies like Gamergate demonstrate a lack of depth, rigor, and scope in discourse on diversity in gaming across stakeholders including academics, consumers, developers, and publishers. Our team identified and built solutions to address the two largest barriers to the study of representation in gaming: a standard way to describe video game protagonists and a representative sample of video games. Released in a public-friendly format in collaboration with key stakeholders (e.g., the GAMER group, Anita Sarkeesian), these materials enable the systematic study of representation we need to advance crucial dialogues about our fastest growing media.
Kameron So
MSIM
Kate Sousa
MSIM
Brian Waismeyer
MSIM
Samantha Coulter
MSIM