mrfoo1 wrote...
Blackveldt wrote...
Just thought I would add this for anyone interested:
Putting the Gay in Games: Cultural Production and GLBT Content in Video Games, Shaw, A., 2009.
Abstract: This article addresses gay, lesbian, bisexual, and transgender (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 stakeholders actively invest in GLBT representation in media. Factors in the inclusion of GLBT content include (a) the presence of motivated producers in the industry, those that are personally, politically, or commercially interested in GLBT content; (
how the audience for a text or medium is constructed; © 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; (d) the structure of the industry and how it is funded; and (e) how homosexuality, bisexuality, or transgender identities can be represented in the medium. (PsycINFO Database Record © 2009 APA, all rights reserved)
If the link doesn't work for (because I'm not sure if access is available to everyone, just message me and since I do have access, I can send a PDF version.
I will look into seeing if I can't get it to work for me but if you have read it's entirety what does it say about point's C. For me that is a big concern.
Well, to summarize as quickly as possible, "backlash can come in the form of loss of sales, ratings, and censorship as well as pro-GLBT content activism."
Advertisers don't want their product to be labeled as 'gay.' Game designer Kevin Mack stated that a significant reason is that "GLBT content can engender outright hostility . . . Christian 'family' groups can get all over you." Advertisers are also very wary of sexual content, which is already a controversy in video games. Adding same-sex sexual explicity further alienates potential consumers; image is also a factor.
Shaw goes on to explain that game developers must consider "fiscal and regulatory ramifications of content choices." Fiscal risk is the reason or reasons for not including GLBT content via forums, blogs, articles, etc. In addition, there is also the risk of a specific individual losing his/her job or being affected vocationally at odds with personal choice or actions. As Kevin Mack states, "...nobody gets fired for saying no." The video gaming industry is "highly risk-averse."
Both negative and positive attention to GLBT content has also been cause for some concern. The "fear of offense and risk has more to do with what audiences might do" as opposed to what they have actually done, a phenomenon known as "imaginary feedback loops."
Obviously, fear of backlash subsequentially affects game content. Shaw gives the example of forms of self-censorship (rating systems) and (movie) studies have shown that sexual content has more of an impact on ratings than violence and this is similar to the operation of the Electronic Software Ratings Board. And just to add to this, same-sex content has been rated as more 'mature' than heterosexual content.
It is important to note that video games are seen as a form of entertainment for
children despite being inaccurate. And that can lead to backlash from parents as well.
Then Shaw gets into backlash as a form of pro-GLBT activism. While companies/marketers may not necessarily admit to being influenced by activists (which can include the company's own personnel, etc), there are times where they do indeed give in to certain demands, "succumbing to pressure," so to speak. Specific attention to GLBT content in video games is not a high priority for the GLBT community for several reasons: a) limited resources

disinterest due to the history of video games (having been developed after the Stonewall riots) and c) 'gaymers' do not demand in-game representation from the GLBT community. It is noted that, despite this, individualism can have influence (Dancer, 2007; Glover, 2007). As Shaw puts it, "If fear of activism against GLBT content is enough to dissuade companies from including it, perhaps eventually fear of pro-GLBT content activism could hold similar sway."
What's really amusing (imo) though, is that you have same-sex marriage as an option in a video game and people start to really pay attention not because of 'video game,' but because of 'same-sex marriage,' which is always a controversial topic.