Societal Responsibility in Educational Game Making: Gender Presentation in Cyber Security Games
摘要
This study examines gender representation in cybersecurity educational games aimed at young audiences, analyzing its potential implications for societal perceptions of gender roles and cybersecurity engagement. Academics, experts, and industries regularly make educational games. The games usually have a specific goal – to teach the players something. It could be about the environment, consumer rights, cyber security or even trash management. Game makers often consult gaming experts to make the game more playable and attractive to the target group. While previous research has explored the intersection of gender and gaming, studies on gender representation in serious games—especially those not explicitly designed for gender-related learning—remain limited. This paper investigates how five cybersecurity games (Hackshield, Interland, Nabbovaldo, Nastix, and Spoofy) incorporate gender through avatar customization, non-player character representation, and gendered task assignments. The findings reveal that male identity is often the default or primary representation, with varying degrees of gender inclusivity across different games. Some games attempt to neutralize gender presentation, employing non-human avatars or polygonal characters, while others depict female characters in stereotypical roles or emphasize their gendered traits. By highlighting the nuanced ways gender represents, this research advocates for developing more inclusive and socially responsible educational games that foster equitable participation and challenge prevailing stereotypes in cybersecurity and technology-related domains.