International Journal of Communication 13(2019), 1544–1569 1932–8036/20190005 Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985‒2005 ADRIENNE SHAW1 Temple University, USA EVAN W. LAUTERIA University of California, Davis, USA HOCHEOL YANG Temple University, USA CHRISTOPHER J. PERSAUD Microsoft Research, USA ALAYNA M. COLE Queerly Represent Me, Australia This article provides quantitative analyses of trends in lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in digital games released between 1985 and 2005, including 162 games and 283 instances of content. We contextualize these findings within the literature on LGBTQ media representation and emphasize the unique forms this content takes in games. We also demonstrate the importance of looking beyond the game text in isolation in coding sexual and gender identities. We explore the statistical association among variables, including the intersection of race and character role with LGBTQ identities, country of origin, and year of release. Moreover, we demonstrate trends in this representation over time. In addition, we discuss the limitations of quantitative analysis of game content, particularly for this sort of historical analysis. Still, we can point to Adrienne Shaw:
[email protected] Evan W. Lauteria:
[email protected] Hocheol Yang:
[email protected] Christopher J. Persaud:
[email protected] Alayna M. Cole:
[email protected] Date submitted: 2018‒05‒28 1 The authors would like to acknowledge the help of the following individuals/organizations in the preparation of this article: two anonymous reviewers; Lee Tae Cobb; Emma Leigh Waldron; Elizaveta Freisem; Nirvan West; Kenny Thach; Amanda Phillips, Bonnie Ruberg, Josef Nguyen, and Alexandrina Agloro; Refiguring Innovation in Games (York University); University of California Davis ModLab; Queerly Represent Me; The LGBTQ Game Archive.