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Video games face the challenge of inclusion

  • Writer: Parité sciences
    Parité sciences
  • May 24
  • 2 min read

Updated: May 27

Between diversity and accessibility


By Gabriel Viana


Photo par Francesco Ungaro
Photo par Francesco Ungaro

An industry born for boys?


Since the early days of the video game industry, with the launch of the first consoles such as the Magnavox Odyssey (1972) and the Atari 2600 (1977), the focus has been on a predominantly child audience, with a strong emphasis on boys.


This axis has influenced game development, highlighting male heroes—such as Mario Bros., Sonic, and Link from The Legend of Zelda —while female characters were relegated to supporting roles or damsels in distress. While some franchises have introduced female main protagonists, such as Tomb Raider or The Last of Us , these figures remain in the minority and are often designed with sexual appeal intended to appeal to a male audience. This disparity in representation is closely linked to the predominance of male game developers, who unconsciously reflect their own biases in narratives and characters.


Recent progress, but persistent challenges


This exclusion wasn't limited to gender. The lack of diversity also led to another significant oversight: accessibility for people with disabilities. For decades, the way games were designed excluded many players with motor, visual, or hearing limitations.


The video game industry has made strides in recent years toward greater inclusion and accessibility. Many games now offer accessibility options for people with disabilities, as well as controllers adapted to motor limitations. Challenges remain, as in the case of Gut Feeling*, a game in development by Studio Carcajou , a game designed for blind people that, while innovative, cannot be fully enjoyed by deaf players. “In this case, by wanting to include one marginalized group, we exclude another,” emphasizes Vincent Presseau, founder of Carcajou.

Creating more diverse teams to make a difference


While the video game industry has made significant progress in accessibility and representation, there is still much to be done. One of the keys to achieving this goal lies in the very composition of the teams that create these games. Diversifying the profiles within development teams and focusing on raising awareness within the industry could help deconstruct the collective stereotypes rooted in the world of video games.


Educating students about diversity and accessibility issues in gaming is essential to encouraging critical thinking about biases in technology design. Classroom projects focused on developing accessible solutions can not only convey this message, but also encourage more girls and students from minority groups to consider careers in a growing industry .


(*) At the time of publication of this article, the Gut Feeling game development project was on hold due to lack of funding.




References:


  • Clement, J. (2024). U.S. video gaming audiences 2006–2023, by gender. Statista. En ligne 🔗


  • Pilge Dayna (2023) . “We’ve Always Been Here”: Women in the Video Game Community. Smithsonian Folklife Magazine. En ligne 🔗


  • Edwards, Benj (May 27, 2012). Inside the Magnavox Odyssey, the First Video Game Console. PCWorld. En ligne 🔗


  • Kuss, Daria J.; Kristensen, Anne Marie; Williams, A. Jess; Lopez-Fernandez, Olatz (2022). To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. International Journal of Environmental Research and Public. En ligne🔗



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