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Putting the Gay in Games: Cultural Production and GLBT Content in Video Games

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Abstract:

This paper addresses the issue of GLBT representation in video games from a cultural production perspective. It addresses how members of the video game industry account for the relative lack of GLBT representation in this medium. Previous studies have shown that certain players actively invest in GLBT representation in media (Alwood, 1996; Becker, 2006; Benshoff & Griffin, 2006; Gross, 2001; Montgomery, 1979; Sender, 2004). Factors in GLBT representation include: 1. the presence of motivated producers in the industry, those that are personally, politically or commercially interested in GLBT content; 2. how the audience for a text or medium is constructed; 3. what the public backlash from both the GLBT community and conservative groups will be, as well as industry based reprisals in the form of censorship or ratings; 4. the structure of the industry and how it is funded; and 5. how homosexuality, bisexuality, or transgender identities can be represented in the medium.

Most Common Document Word Stems:

game (255), glbt (106), video (97), content (86), gay (69), 2007 (65), 2006 (63), industri (51), communic (41), charact (41), person (37), p (36), represent (35), develop (35), media (34), market (32), juli (32), design (31), one (30), sexual (30), gamer (29),

Author's Keywords:

video games, cultural production, gay, lesbian, bisexual and transgender representation
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Name: International Communication Association
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http://www.icahdq.org


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MLA Citation:

Shaw, Adrienne. "Putting the Gay in Games: Cultural Production and GLBT Content in Video Games" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 21, 2008 <Not Available>. 2009-05-23 <http://www.allacademic.com/meta/p230400_index.html>

APA Citation:

Shaw, A. , 2008-05-21 "Putting the Gay in Games: Cultural Production and GLBT Content in Video Games" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada Online <PDF>. 2009-05-23 from http://www.allacademic.com/meta/p230400_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This paper addresses the issue of GLBT representation in video games from a cultural production perspective. It addresses how members of the video game industry account for the relative lack of GLBT representation in this medium. Previous studies have shown that certain players actively invest in GLBT representation in media (Alwood, 1996; Becker, 2006; Benshoff & Griffin, 2006; Gross, 2001; Montgomery, 1979; Sender, 2004). Factors in GLBT representation include: 1. the presence of motivated producers in the industry, those that are personally, politically or commercially interested in GLBT content; 2. how the audience for a text or medium is constructed; 3. what the public backlash from both the GLBT community and conservative groups will be, as well as industry based reprisals in the form of censorship or ratings; 4. the structure of the industry and how it is funded; and 5. how homosexuality, bisexuality, or transgender identities can be represented in the medium.

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Document Type: PDF
Page count: 29
Word count: 8970
Text sample:
Putting the Gay in Games 1 In 2006 the video game Bully (Rockstar) garnered media attention for allowing players‟ male avatar Jimmy Hopkins to kiss both male and female characters (Lumpkin 2007; Matei 2006). Media coverage of this optional homo/bisexuality noted that video games were becoming more inclusive. This is not the first instance of such content in video games (Barton 2004; Consalvo 2003; Ochalla 2006; Thompson 2004). The wide spread media attention for Bully however demonstrates an increased
including in -game strategy role-p lay purposes and gender exp loration xi This is similar to the “imag inary feedback loops” described in DiMaggio and Hirsch (1976 p. 80) xii This controversy arose when Andrews a member of the MMORPG World of Warcraft advert ised the creation of an in-game GLBT friendly guild in a public chat area of the game. Blizzard the co mpany that owns the game sent the player a warning that she had violated the


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