<p>This paper examines the evolving representation of women in video games, exploring intersectional shifts that challenge longstanding gender stereotypes. Through a qualitative investigation involving semi-structured interviews with 19 participants, the study investigates persistent tropes such as the ‘damsel in distress’ while highlighting the growing presence of complex female protagonists. The analysis situates these changes within postdigital feminist frameworks that emphasize how offline biases intersect with digital spaces, resulting in both heightened misogyny and opportunities for resistance. Findings reveal that online communities and competitive environments often perpetuate harassment and tokenistic inclusions, but they also offer avenues for marginalized gamers to advocate for authentic representation. Participants identified a desire for multifaceted character portrayals and recognized developing trends in popular franchises that depict women as autonomous heroes or ambitious villains. Nonetheless, concerns about ‘forced representation’ and cultural backlash remain. The study proposes that robust strategies—such as hiring more diverse teams, nuanced narrative design, and enhanced communal engagement—are necessary to establish meaningful inclusivity. This study advances three original claims. First, it shows how the everyday negotiation of misogyny in competitive play is conditioned by the infrastructural design of postdigital platforms rather than by textual representation alone. Second, it demonstrates empirically that intersectional self-positioning—articulated by participants through references to personal identities and experiences—shapes the reception of female players, avatars, and characters in ways not yet mapped in feminist game literature. Third, it argues that both these elements—representation and digital infrastructures—are interlinked with practices, communities, and policies in a triad that reinforces existing power structures and reproduces misogynistic experiences. This paper contributes to feminist game studies by illuminating how postdigital cultures reinforce or reconfigure gender norms and offers potential pathways for broader equity, both within the gaming industry and in wider sociocultural contexts.</p>

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Stressing Out the ‘Damsel in Distress’: Intersectional Shifts in Women’s Representation in Video Games

  • Nadia Di Leo,
  • Alice Rizzi,
  • Luigi Traetta

摘要

This paper examines the evolving representation of women in video games, exploring intersectional shifts that challenge longstanding gender stereotypes. Through a qualitative investigation involving semi-structured interviews with 19 participants, the study investigates persistent tropes such as the ‘damsel in distress’ while highlighting the growing presence of complex female protagonists. The analysis situates these changes within postdigital feminist frameworks that emphasize how offline biases intersect with digital spaces, resulting in both heightened misogyny and opportunities for resistance. Findings reveal that online communities and competitive environments often perpetuate harassment and tokenistic inclusions, but they also offer avenues for marginalized gamers to advocate for authentic representation. Participants identified a desire for multifaceted character portrayals and recognized developing trends in popular franchises that depict women as autonomous heroes or ambitious villains. Nonetheless, concerns about ‘forced representation’ and cultural backlash remain. The study proposes that robust strategies—such as hiring more diverse teams, nuanced narrative design, and enhanced communal engagement—are necessary to establish meaningful inclusivity. This study advances three original claims. First, it shows how the everyday negotiation of misogyny in competitive play is conditioned by the infrastructural design of postdigital platforms rather than by textual representation alone. Second, it demonstrates empirically that intersectional self-positioning—articulated by participants through references to personal identities and experiences—shapes the reception of female players, avatars, and characters in ways not yet mapped in feminist game literature. Third, it argues that both these elements—representation and digital infrastructures—are interlinked with practices, communities, and policies in a triad that reinforces existing power structures and reproduces misogynistic experiences. This paper contributes to feminist game studies by illuminating how postdigital cultures reinforce or reconfigure gender norms and offers potential pathways for broader equity, both within the gaming industry and in wider sociocultural contexts.