Abstract

Despite studies showing that women play video games at close to, if not the same rates as men, there still lies a sexist belief that games are only for men, and no one else. In 2004, the Developers Software Association reported that games catered primarily to men’s sexuality, using advertising attempts to lure in players by catering to that sexuality and portraying women in their games to appeal to them. In recent years, with the release of massively popular role-playing games (RPGs) such as Baldur’s Gate 3 and Dragon Age: The Veilguard, gamers have complained that games are now “too woke” for them to enjoy with the incorporation of queer romances, catering less to a heterosexual male audience. Using data gathered via a survey, this research draws on social role theory and cultivation theory to understand how various demographic populations feel about queer representations of romance and sexuality in RPGs. This research explores the intersections of race, gender, sexuality, and other identities within its frameworks and how developers and advertisers have further marginalized women, LGBTQIA+ people, people of color, and those with disabilities by failing to represent them in the demographics of previous games.

Advisor

Maria Bevacqua

Committee Member

Laura Harrison

Committee Member

Heather McIntosh

Date of Degree

2025

Language

english

Document Type

Thesis

Degree

Master of Science (MS)

Program of Study

Gender and Women's Studies

Department

History and Gender Studies

College

Humanities and Social Sciences

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In Copyright