: Swedish Males Aged 18 and Above
Liepa, Marcis 2013 (English)
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Some game publishers and developers do not think that games with non-sexualized female protagonists are worth making because they would not sell. With close to a half of gamers being female (47%) it is a bit puzzling that they are not catered to. This could be because publishers think that male gamers, who they perceive as their main demographic, would not buy games with non-sexualized female protagonists. A study was done to see if that statement is correct. By questioning 91 Swedish male gamers, aged 18 and above, it was found that in games where one can choose the character’s sex 46% of the subjects play as a female character at least half of the time and in total 90% of the 91 subjects have at some point chosen to play as a female character. No one of the subjects have any negative thoughts about there being more games with non-sexualized female protagonists who are heroic in their own right and not a trophy, when asked 47% said it would be “Very good”, 24% said it would be “Good” and 29% said that they have “No opinion” in the matter.
Place, publisher, year, pages
2013. 32 p.
Computer games, Gender, Female protagonist, Male gamer
National CategoryEthics Media Engineering
Identifiersurn:nbn:se:hgo:diva-1943 (URN)oai:DiVA.org:hgo-1943 (OAI)diva2:630847 (DiVA)
Subject / course
Game Design and Graphics
Statham, NataskaBergström, Annika