Link to interactive work (not supported by Google Chrome):
https://dl.dropboxusercontent.com/s/9d8hhx6ebh9az9o/MISREP%20WEB.html
This work examines stereotypes and representation attributed to visible minorities and women in the AAA video game industry. Looking through modes of identity creation, along with the demographic makeup and history associated with game character creation, I seek to illustrate not only the ways in which minorities and women are represented but the challenges they face. 
            In order to get the full scope and effect of character representations on the public, I begin the discussion with methods of meaning-making and authorship experienced by children as they play and learn. This leads into Identity formation and semiotics, framing issues of representation, subjectivity and performance in relation to virtual spaces. By examining video game demographics in the Triple A industry, it sheds light on the different practices undergone in the development of characters in relation to identity, affecting both the way individuals view themselves and others. With the advent of avatar creation, players have begun to mod alternate identities. Also, some indie developers have begun to create games representing visible minorities and positive female roles in an effort to break the homogenous hetero-centric framework placed onto players. With access to tools and game creation platforms, developers are challenging the status quo and creating provocative and inclusive games that are pushing the boundaries for equal representation. 
            My work on “Mis/Represent”, aims to empower women and minorities, and bring forth these issues through a gaming platform and social media campaign. By going through a selection process, users choose from an array of signifiers that relate to their personal identity. Once completed, they are given an artist’s rendition of a famous gaming character, redrawn to resemble the choices they made.  In doing so, it illustrates the potential for characters to be more progressive and paves a direction that could be taken in character creation. The project concludes by asking the participant to create their own rendition of a character that they feel best represents them. That character would then be shared through the social media campaign, in an effort to raise awareness further.
            Indie gamers and critics have started to shift the conversation of representation into the public sphere with their creations and critique of the larger gaming industry. This project is an additional voice in the conversation, attempting to further the cause. In order to truly achieve equal and positive representation in games, an infiltration of the AAA industry is necessary.
Mis/Represent
Published:

Mis/Represent

Thesis project about the lack of diversity in the AAA videogame industry.

Published: