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Race and video games


The relationship between race and video games has received substantial academic and journalistic attention. Game theory, based on Johann Huizinga's Homo Ludens, argues that playing video games provides a way to learn about the world. Games offer opportunities for players to explore, practice, and re-enforce cultural and social identities. Video games predominantly created and played by one racial group can unintentionally perpetuate racial stereo-types and limit players' choices to preconceived notions of racial bias.

The Pew Research Center found that 19% of Hispanic respondents and 11% of Black respondents described themselves as "gamers," compared to 7% of Whites. Another report by the Kaiser Family Foundation found that African American and Hispanic youth ages 8–18 spend more time with video games on average than White youth. Nielsen survey research found similar results.

In her work, Adrienne Shaw describes how the gamer identities of players intersect with identities of gender, race, and sexuality.

Another Pew study showed that 89% of Black teens play video games, as well as 69% of Hispanic teens. In addition, white and Hispanic teen gamers were 'more likely than blacks to report feeling angry while playing online.'

A 2014-2015 report published in 2016 by the International Game Developers Association found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Gaming convention organizer Avinelle Wing told Newsweek, "The industry has an even bigger problem with race than it does with gender.”

Many have pointed out that this lack of diversity within the industry has contributed to a lack of representation within video games themselves. Dennis Mathews, a game designer at Revelation Interaction Studios, suggests that the exclusion of non-white game developers leads to stereotyping within video game development and marketing. Developer prejudices impact who counts as a game's target audience, leading many developers to pigeonhole or ignore non-white gamers. As Mathews puts it, "Those stereotypes tie into publisher decisions of what games get picked up and what should be put into games."


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