{"title":"Understanding the impact of QPOC representation in video games","authors":"Roger D. Smith, Adrienne Decker","doi":"10.1109/RESPECT.2016.7836164","DOIUrl":null,"url":null,"abstract":"The lack of representation of diversity in media has been a long-standing and documented problem. Different types of media suffer from different problems with regard to representation. The games industry has been under fire for portrayals of women and underrepresented minorities for many years. Looking at the game industry as part of the larger technology and computing industry, which also has problems with lack of diversity in its workforce, we see that the problem is not just within the games, but also within the industry and community (Gamergate). The focus of this work is specifically on representation of a cross-sectional group of underrepresented minorities, Queer People of Color (QPOC) in video games. The term QPOC is derived from the term Person of Color (POC). It is used as a means of self-identification by members of the group to reject a single “master status”. To find out the impact that representation has, we surveyed QPOC about their experiences with representation in video games and solicited their opinions on how this representation, or lack thereof, has impacted them. Our survey showed that members of this group did not feel well represented, but were greatly influenced by the representations that do exist. We believe that one of the steps to solving the diversity problem in technology is to make sure that all groups feel welcome in the technology space. For games, working to make sure as many people as possible are represented is the first step in that inclusion.","PeriodicalId":304280,"journal":{"name":"2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RESPECT.2016.7836164","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
The lack of representation of diversity in media has been a long-standing and documented problem. Different types of media suffer from different problems with regard to representation. The games industry has been under fire for portrayals of women and underrepresented minorities for many years. Looking at the game industry as part of the larger technology and computing industry, which also has problems with lack of diversity in its workforce, we see that the problem is not just within the games, but also within the industry and community (Gamergate). The focus of this work is specifically on representation of a cross-sectional group of underrepresented minorities, Queer People of Color (QPOC) in video games. The term QPOC is derived from the term Person of Color (POC). It is used as a means of self-identification by members of the group to reject a single “master status”. To find out the impact that representation has, we surveyed QPOC about their experiences with representation in video games and solicited their opinions on how this representation, or lack thereof, has impacted them. Our survey showed that members of this group did not feel well represented, but were greatly influenced by the representations that do exist. We believe that one of the steps to solving the diversity problem in technology is to make sure that all groups feel welcome in the technology space. For games, working to make sure as many people as possible are represented is the first step in that inclusion.
媒体缺乏对多样性的代表性是一个长期存在的问题。不同类型的媒体在表现方面面临不同的问题。多年来,游戏行业一直因描绘女性和代表性不足的少数群体而受到抨击。将游戏产业视为更大的技术和计算产业的一部分,它也存在着劳动力缺乏多样性的问题,我们发现这个问题不仅存在于游戏中,也存在于产业和社区中(Gamergate)。这项工作的重点是关于电子游戏中代表性不足的少数群体的代表性,即酷儿有色人种(Queer People of Color,简称QPOC)。QPOC一词来源于“有色人”(POC)一词。它被群体成员用来作为一种自我认同的手段,以拒绝单一的“主人地位”。为了找出代表性的影响,我们调查了QPOC关于他们在电子游戏中的代表性体验,并征求他们关于这种代表性或缺乏这种代表性如何影响他们的意见。我们的调查显示,这一群体的成员觉得自己没有得到很好的代表,但却受到了确实存在的代表的极大影响。我们认为,解决技术多样性问题的步骤之一是确保所有群体在技术领域都感到受欢迎。对于游戏来说,确保尽可能多的人出现在游戏中是实现包容性的第一步。