{"id":{"repo_id":"vt","oai_identifier":"oai:vtechworks.lib.vt.edu:10919/94573"},"canonical_url":"https://search.dev.ndltd.org/etd/vt/oai:vtechworks.lib.vt.edu:10919/94573","repository":{"repo_id":"vt","name":"Virginia Tech","base_url":"https://vtechworks.lib.vt.edu/oai/request"},"display":{"title":"Race, Gender, and Sexuality Representation in Contemporary Triple-A Video Game Narratives","abstract":"By conducting both qualitative and quantitative analysis of data from interviews and game content, I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how they view their representations in this medium and to set categorical criteria for an interpretive content analysis. I analyze a sample of top-selling narrative-driven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women.","abstract_html":"By conducting both qualitative and quantitative analysis of data from interviews and game content, I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how they view their representations in this medium and to set categorical criteria for an interpretive content analysis. I analyze a sample of top-selling narrative-driven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women.","abstract_has_math":false,"creators":["Haines, Cory"],"institution":"Virginia Tech","degree_name":"M.A.","degree_level":"masters","degree_discipline":"Sociology","degree_department":"College of Liberal Arts and Humanities","school":null,"contributors":[],"advisors":[],"committee_chairs":["King, Neal M."],"committee_members":["Ivory, James Dee","Roos, Micah J."],"year":2019,"date_issued":"2019-05-14","date_published":"2019-05-14","updated_at":"2026-07-22T22:20:03Z","subjects":["Media Representation","Inequality","Mixed Methods","Intersectionality"],"languages":["en_US"],"rights":["Creative Commons Attribution 4.0 International"],"rights_urls":["http://creativecommons.org/licenses/by/4.0/"],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/10919/94573","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.committeechair","label":"Committee Chair","values":["King, Neal M."]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Ivory, James Dee","Roos, Micah J."]},{"key":"dc:contributor.department","label":"Department","values":["College of Liberal Arts and Humanities"]},{"key":"dc:creator","label":"Author","values":["Haines, Cory"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2019-10-14T19:26:20Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2019-10-14T19:26:20Z"]},{"key":"dc:date.issued","label":"Date","values":["2019-05-14"]},{"key":"dc:publisher","label":"Institution","values":["Virginia Tech"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Sociology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.A."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Virginia Polytechnic Institute and State University"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Media Representation","Inequality","Mixed Methods","Intersectionality"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en_US"]},{"key":"dc:rights","label":"Dc Rights","values":["Creative Commons Attribution 4.0 International"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://creativecommons.org/licenses/by/4.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/10919/94573"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["By conducting both qualitative and quantitative analysis of data from interviews and game content, I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how they view their representations in this medium and to set categorical criteria for an interpretive content analysis. I analyze a sample of top-selling narrative-driven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women."]},{"key":"dc:description.abstractgeneral","label":"General Abstract","values":["I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how people view their representations in video games and to set a guide for analyzing the games themselves. I analyze a sample of top-selling narrativedriven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women."]},{"key":"dc:format.medium","label":"Dc Format Medium","values":["ETD"]},{"key":"dc:title","label":"Title","values":["Race, Gender, and Sexuality Representation in Contemporary Triple-A Video Game Narratives"]}]}],"canonical_facts":{"dc:contributor.committeechair":["King, Neal M."],"dc:contributor.committeemember":["Ivory, James Dee","Roos, Micah J."],"dc:contributor.department":["College of Liberal Arts and Humanities"],"dc:creator":["Haines, Cory"],"dc:date.accessioned":["2019-10-14T19:26:20Z"],"dc:date.available":["2019-10-14T19:26:20Z"],"dc:date.issued":["2019-05-14"],"dc:description.abstract":["By conducting both qualitative and quantitative analysis of data from interviews and game content, I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how they view their representations in this medium and to set categorical criteria for an interpretive content analysis. I analyze a sample of top-selling narrative-driven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women."],"dc:description.abstractgeneral":["I examine representations of race, gender, and sexuality in contemporary video-game narratives. I use data from interviews to show how people view their representations in video games and to set a guide for analyzing the games themselves. I analyze a sample of top-selling narrativedriven video games in the United States released from 2016-2019. My content coding incorporates aforementioned interview data as well as theoretical-based and intersectional concepts on video game characters and their narratives. The content analysis includes measures of narrative importance, narrative role, positivity of representation, and demographic categories of characters, though the scale of this study may not allow for a full test of intersectional theory of links between demographics and roles. Interview and content analysis results suggest an overrepresentation of white characters and extreme under-representation of non-white women."],"dc:format.medium":["ETD"],"dc:identifier.uri":["http://hdl.handle.net/10919/94573"],"dc:language.iso":["en_US"],"dc:publisher":["Virginia Tech"],"dc:rights":["Creative Commons Attribution 4.0 International"],"dc:rights.uri":["http://creativecommons.org/licenses/by/4.0/"],"dc:subject":["Media Representation","Inequality","Mixed Methods","Intersectionality"],"dc:title":["Race, Gender, and Sexuality Representation in Contemporary Triple-A Video Game Narratives"],"dc:type":["Thesis"],"thesis:degree_discipline":["Sociology"],"thesis:degree_level":["masters"],"thesis:degree_name":["M.A."],"thesis:institution_name":["Virginia Polytechnic Institute and State University"]},"updated_at":"2026-07-22T22:20:03Z"}