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Published on: December 16, 2010
Gender bias in video game dialogue
Stephanie Rennick1, Melanie Clinton2, Elena Ioannidou3
1Department of Philosophy, University of Glasgow, Glasgow G12 8QQ, UK.
Video game dialogue shows significant gender bias, with female characters speaking half as much as male characters. This study introduces the Video Game Dialogue Corpus to measure and address these representation issues in gaming.
Area of Science:
- Computational linguistics
- Media studies
- Gender studies
Background:
- Gender biases in dialogue are prevalent across media like film, TV, and books.
- Female characters often speak less, interact less with each other, and have narrower conversational topics.
- Video games, a major media form, lack comprehensive data on gender dialogue representation.
Purpose of the Study:
- To establish the first large-scale, consistently coded corpus of video game dialogue.
- To enable quantitative measurement and monitoring of gender representation in video game narratives.
- To identify specific gender biases in dialogue quantity, interaction, and content within video games.
Main Methods:
- Creation of the Video Game Dialogue Corpus, a novel dataset for analyzing game scripts.
- Systematic coding of dialogue to quantify representation across genders.
- Comparative analysis of dialogue volume, speaking partners, and thematic content for male and female characters.
Main Results:
- Female characters have approximately half the amount of dialogue compared to male characters.
- Dialogue disparities are attributed to both the underrepresentation of female characters and biases in their interactions and speech content.
- Analysis reveals specific patterns of bias in who female characters speak to and the topics they discuss.
Conclusions:
- The Video Game Dialogue Corpus provides crucial data for understanding gender representation in games.
- Significant gender biases exist in video game dialogue, impacting how female characters are portrayed.
- Recommendations are offered to game developers for creating more inclusive and equitable game narratives.
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