I think many of you should actually try reading the full journal article before making knee jerk responses. Here is a pdf link to it that I found http://nms.sagepub.com/cgi/reprint/11/5/815 Its a pretty long journal article but many of the criticisms displayed in previous posts are addressed, like what is the point of the study? The authors are actually comparing videogames as a mass market media outlet to other mass market medias, ie TELEVISION. They claim that the videogame market has become so big (they claim 40% of Americans play them) that they should be compared and studied much like the television audience. They found some very interesting correlating data that the videogame market is much like the television market. This was their point. So who cares right? Well, that's debatable. For the gaming industry as a whole it's a sign of respect. No longer a niche thing that only nerds do, videogames have reached and influenced such a broad spectrum of society that academia has found it necessary to study them to get a pulse on society. Will this study result in better games?, probably not, but that wasn't the aim of the article. As a side note, I actually despise USC being a cornhuskers fan but USC is a privately funded university, no state money goes to them. Any money that went to fund the study was probably from a donor, maybe even a fellow gamer?
Study: Minorities underrepresented in games
USC researcher surveys 150 best-selling games, finds zero Hispanic or Native American protagonists; women, children, and the elderly also disproportionately rare.
Recent years have seen the explosive growth of games into previously untapped demographics. And while publishers have pursued these new markets by focusing on accessibility and games in nontraditional genres, they're missing an opportunity to open the field up even further, according to one University of Southern California researcher.
A study published last month in the journal New Media & Society surveyed the 150 best-selling games from March 2005 through February 2006 (which accounted for more than 95 percent of game sales over that span) and tallied up the race, gender, and ages of the characters within. The study, conducted by Dmitri Williams, an assistant professor at USC's Annenberg School for Communication, found that adults, whites, and men are disproportionately represented in games, to the detriment of nearly all other demographics.
"The results show a systematic overrepresentation of males, white and adults and a systematic underrepresentation of females, Hispanics, Native Americans, children and the elderly," Williams concluded.
As might have been expected, men were grossly overrepresented in games. While they make up slightly more than half the US population, men account for more than 85 percent of game characters. As far as age groups go, adults were overrepresented (nearly 87 percent of game characters compared to 59 percent of the US population), at the expense of children (less than 4 percent of game characters but 21 percent of the country) and the elderly (less than 2 percent in games, but more than 12 percent of the population).
The study also found that white people make up about 80 percent of game characters, compared to 75 percent of the US population. Asian/Pacific populations were the only other race category to be overrepresented (5 percent in games compared to 4 percent in the US), with Hispanics and Native Americans both significantly underrepresented.
Hispanics make up less than 3 percent of game characters, but more than 12 percent of the population, while Native Americans represent less than 1 percent of the country and make up less than 0.1 percent of game characters. On top of that, the two groups appeared solely as supporting characters in games, with the researchers recording no Hispanic or Native American protagonists in their study.
Williams said the underrepresentation could be interpreted by players as a message that the missing minorities are "relatively unimportant and powerless compared to more heavily present groups." He went on to express concern that Latinos and other groups could be turned off to games by their lack of representation, and "subsequently, they may have less interest in technology and its opportunities for class advancement. Ironically, they would be less likely to become game makers themselves, helping to perpetuate the cycle."
Interestingly, the breakdown of gender and race representation in games closely mirrors that of US game developers as a whole, with one exception. Williams said black characters are overrepresented compared to the number of black developers in the workforce.
The researchers looked at the numbers for player-controlled characters, as well as supporting characters, and weighted the results according to sales. As explained in the article, "when the most popular game (Madden 06) sells over 6 million copies and the least popular (game #150 in the present study's sampling frame, BeyBlade) 15,000 copies, it is safe to assume that one game will be played significantly more than another. Thus, if the goal is to measure what the public is actually consuming, content from the two should not be given equal weight in the analysis."
There are other factors acknowledged by Williams that should be taken into account. The researchers only considered human characters in compiling their numbers. Data was obtained for quasihuman and nonhuman characters as well, but not incorporated in the paper on age, race, and gender portrayal. The popularity of sports games influenced the survey's gender results, as there are an abundance of games like Madden NFL and the WWE SmackDown titles, but no games for women's professional sports.
Finally, Williams said there was a "striking similarity" between his findings and similar analyses performed on television programs. He suggested that Latinos and Native Americans are systematically underrepresented in many forms of media and expressed surprise that the situation persists despite the growing Latino population in the country.
Williams told GameSpot that he has another article that will soon be published looking at body shapes of game characters versus the body shapes of real people. He also previously studied the amount of profanity in games (and determined there wasn't a whole lot of it).
Hot Stories
Newsmakers
-
Biden: No legal problem with taxing violent games
United States Vice President Joe Biden believes there is no legal restriction on ability to tax violent media. Full Story
- Posted May 13, 2013 12:50 pm PT
-
Just Cause dev promises 'holy f**king sh**' moments in future games
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 6:33 am PT
Featured Stories
-
Bungie shoots down Destiny for PS Vita rumor
Developer confirms image suggesting version of upcoming shared-world shooter in development for Sony's latest portable is a fake. Full Story
- Posted May 16, 2013 5:08 am PT
-
Ubisoft planning to release games more frequently
Assassin's Creed and Far Cry publisher says its network of 26 studios and over 7,000 developers will allow company to ship major franchises more regularly. Full Story
- Posted May 16, 2013 4:42 am PT
-
Metro: Last Light dev responds to workplace conditions claims
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 12:44 pm PT
-
EA opens DICE LA to make Star Wars games
DICE head would also like to poach top talent from rivals Infinity Ward and Treyarch. Full Story
- Posted May 15, 2013 3:28 am PT
-
EA dropping Online Passes - Report
Future EA games won't require Online Passes; the service is being scrapped after tepid player response. Full Story
- Posted May 15, 2013 8:28 pm PT







