ABSTRACT

One of the most commonly discussed issues concerning virtual characters relates to audience identity. Given the once widely held view that gamers are typically young males, it is not surprising that the identity of game players has emerged as a key topic for game studies. And when we look at games today, it is clear that there are issues of identity representation. It doesn’t take a thorough analysis to establish that white male characters are by far the most common lead characters in games, that female characters are more typically presented in supporting roles or as characters to be saved, and that nonwhite characters are underrepresented and rarely placed in player control. But this anecdotal evaluation of identity in games oers little in the way of insight, and it overlooks much of the complexity of identity and of representation. As we show, identity is a multifaceted, dynamic, and personal construct: ethnicity is not easily summed up by one overarching category, and gender is not simply about biological sex. Furthermore, issues of nationality, religion, age, and social class all interact with identity. We therefore need a more thorough understanding of identity and the intricate nature of human society before we can begin to analyze virtual character design via a sociological lens.