Women by Men, for Men - The Ramifications of Gender Inequity in the Game Design Industry
Location
Ponderosa Room C
Presentation Type
Presentation
Presentation Topic
Women's and Gender Studies, Digital Humanities
Start Date
6-3-2026 3:35 PM
Event Sort Order
54
Abstract
The purpose of this paper is to examine the relationship between a presence of women identifying game designers, intentional representative practices, and the comprehensive portrayal of female characters within the game.
This thesis examines how gender inequity within the video game industry influences the representation, agency, and narrative depth of female characters in games today. Despite a consumer base equally made up of men and women, game development teams remain predominantly male. This raises questions about how lived experience, intent, and industry culture shape character design. Drawing on feminist media theory, including the male gaze, feminist standpoint theory, and intersectional feminism, this thesis analyzes seven video games with different levels of female representation within their game developers and in female characters portrayed throughout the game.
Through qualitative case studies of Portal (2007), The Last of Us (2013), Celeste (2018), The Witcher 3: Wild Hunt (2015), Ride to Hell: Retribution (2013), and Marvel Rivals (2024), this thesis compares games widely praised for progressive representation with those that rely on sexualization, passivity, or stereotypes. The analysis reveals that it is not just the presence of women in the creation process alone that creates authentic female representation, but the presence of women paired with an intention of inclusivity and realistic portrayals.
Women by Men, for Men - The Ramifications of Gender Inequity in the Game Design Industry
Ponderosa Room C
The purpose of this paper is to examine the relationship between a presence of women identifying game designers, intentional representative practices, and the comprehensive portrayal of female characters within the game.
This thesis examines how gender inequity within the video game industry influences the representation, agency, and narrative depth of female characters in games today. Despite a consumer base equally made up of men and women, game development teams remain predominantly male. This raises questions about how lived experience, intent, and industry culture shape character design. Drawing on feminist media theory, including the male gaze, feminist standpoint theory, and intersectional feminism, this thesis analyzes seven video games with different levels of female representation within their game developers and in female characters portrayed throughout the game.
Through qualitative case studies of Portal (2007), The Last of Us (2013), Celeste (2018), The Witcher 3: Wild Hunt (2015), Ride to Hell: Retribution (2013), and Marvel Rivals (2024), this thesis compares games widely praised for progressive representation with those that rely on sexualization, passivity, or stereotypes. The analysis reveals that it is not just the presence of women in the creation process alone that creates authentic female representation, but the presence of women paired with an intention of inclusivity and realistic portrayals.
Presenter Bio
Simone Hill is an undergraduate student at the University of Nebraska-Lincoln, graduating in May with degrees in Mathematics and Emerging Media Arts with minors in Software Development and Women's and Gender Studies. With this degree, Simone intends to work in the game design industry, using it as a medium to focus on women led narratives.