Abstract
The enormous and ever-expanding business of videogames is not racially neutral. While critical examination of videogames has focused on its depictions of violence, the way that Whiteness operates in videogames and the industry itself is often overlooked. This chapter uses a theoretical lens of racial capitalism to foremostly examine how Whiteness structures characterize race and ethnicity in videogames to generate revenue. Whiteness in the context of videogames constructs tropes of the White hero and non-White villain and victim. Structures of Whiteness also lead to videogame consumers to role-play race without confronting unjust past histories and contemporary issues for profitability. Whiteness in videogames leads to the profitable marketing of stereotypical, lacking, or inaccurate portrayals of diverse groups which shapes people’s negative perceptions or indifference toward them in real life. Racial capitalism is also used to consider overlooked aspects of Whiteness, such as gender and sexual diversity, in relation to revenue and consumerism in videogames. Therefore, public responses to diverse representation beyond race, such as sexually and gender diverse characters, can impact the popularity and sales of videogames. The lack of diverse game developers leads to the use of Whiteness scripts in videogames to generate revenue and the perpetuation of non-diverse characters and narratives. Recommendations for the future directions of videogames are provided. Such insight can be used to promote the videogame industry’s generation of revenue in ethical ways that are inclusive of diverse people.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
A&E Television Networks (2022) Video game history – timeline & facts. History. https://www.history.com/topics/inventions/history-of-video-games
Arcade games and nostalgia: Rekindling the joy of the past (2023) Arcades Australia. https://arcadesaustralia.com/blogs/news/arcade-games-and-nostalgia
Arday J (2018) Dismantling power and privilege through reflexivity: negotiating normative whiteness, the Eurocentric curriculum and racial micro-aggressions within the academy. Whiteness Educ 3(2):141–161. https://doi.org/10.1080/23793406.2019.1574211
Bègue L, Sardia E, Gentile DA, Bry C, Roché S (2017) Video games exposure and sexism in a representative sample of adolescents. Front Psychol 8. https://doi.org/10.3389/fpsyg.2017.00466
Bernevega A, Gekker A (2022) The industry of landlords: exploring the assetization of the triple-a game. Games Cult 17(1):47–69. https://doi.org/10.1177/15554120211014151
Bhattacharyya G (2018) Rethinking racial capitalism: questions of reproduction and survival. Rowman & Littlefield International, London
Blackmon S, Terrell DJ (2007) Racing toward representation: an understanding of racial representation in video games. In: Selfe CL, Hawisher GE, Van Ittersum D (eds) Gaming lives in the twenty-first century. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_12
Bottia MC, Mickelson RA, Jamil C, Moniz K, Barry L (2021) Factors associated with college STEM participation of racially minoritized students: a synthesis of research. Rev Educ Res 91(4):614–648. https://doi.org/10.3102/00346543211012751
Brand JE, Jervis J, Huggins PM, Wilson TW (2019) Digital Australia 2020. IGEA, Eveleigh
Coyne SM, Stockdale L (2021) Growing up with grand theft auto: a 10-year study of longitudinal growth of violent video game play in adolescents. Cyberpsychol Behav Soc Netw 24(1):11–16. https://doi.org/10.1089/cyber.2020.0049
Dietrich DR (2013) Avatars of whiteness: racial expression in video game characters. Sociol Inq 83(1):82–105. https://doi.org/10.1111/soin.12001
Divers G (2023, November 1) Gaming industry dominates as the highest-grossing entertainment industry. Gamerhub. https://gamerhub.co.uk/gaming-industry-dominates-as-the-highest-grossing-entertainment-industry/
Esser A, Smith IR, Bernal-Merino MÁ (eds) (2016) Media across borders: localising TV, film and video games, 1st edn. Routledge. https://doi.org/10.4324/9781315749983
Ferguson CJ (2007) The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatry Q 78(4):309–316. https://doi.org/10.1007/s11126-007-9056-9
Friedberg J (2015) Gender games: a content analysis of gender portrayals in modern, narrative video games. Thesis. Georgia State University. https://doi.org/10.57709/7000435
Fuchs M (2021) Livin’ Da dream? Playing black, illusions of meritocracy, and narrative constraints in sports video game story modes. Eur J Am Stud 16(3). https://doi.org/10.4000/ejas.17368
Global Stem Workforce. Society of Women Engineers. (2023, October 30). https://swe.org/research/2023/global-stem-workforce/
Greitemeyer T (2022) The dark and bright side of video game consumption: effects of violent and prosocial video games. Curr Opin Psychol 46:101326. https://doi.org/10.1016/j.copsyc.2022.101326
Kain E (2023, February 9) The “hogwarts legacy” J.K. Rowling boycotts were a mistake. Forbes. https://www.forbes.com/sites/erikkain/2023/02/08/hogwarts-legacy-breaks-major-twitch-record-despite-boycotts-over-jk-rowling/?sh=4624aef6587f
Kukshinov E, Shaw A (2022) Playing with privilege: examining demographics in choosing player-characters in video games. Psychol Pop Media 11(1):90–101. https://doi.org/10.1037/ppm0000378
Lacina D (2020) The evolution of game console design—and american gamers. Wired. https://www.wired.com/story/evolution-of-game-console-design-america/
Lampen C (2023, February 16) Here’s what J.K. Rowling has actually said about trans people. The Cut. https://www.thecut.com/2023/02/heres-what-j-k-rowling-has-really-said-about-trans-people.html
Látal M (2022) LGBTQ+ representation in video games through the eyes of the queer community. Illuminance 34(3):139–163
Le KT (2016) The invisible people: why Asians need to be better represented in video games. VICE. https://www.vice.com/en/article/8gx8zb/the-invisible-people-why-asians-need-to-be-better-represented-in-video-games. Accessed Nov 4 2023
Mueller JC (2017) Producing colorblindness: everyday mechanisms of white ignorance. Soc Probl 64(2):219–332. https://doi.org/10.1093/socpro/spw061
Murray S, Dyer R (2022) Aesthetics of ambivalence and whiteness in crisis. In: On video games: the visual politics of race, gender and space. Bloomsbury Academic, pp 89–140
Ogman R (2020) “Ethical capitalism” in the city: embedded economy or marketization? The case of social impact bonds. J Urban Aff 42(6):833–855. https://doi.org/10.1080/07352166.2019.1619460
Passmore CJ, Yates R, Birk MV, Mandryk RL (2017) Racial diversity in indie games: patterns, challenges, and opportunities. In: Extended abstracts publication of the annual symposium on computer-human interaction in play, pp 137–151. https://doi.org/10.1145/3130859.3131438
Passmore CJ, Birk MV, Mandryk RL (2018) The privilege of immersion: racial and ethnic experiences, perceptions, and beliefs in digital gaming. In: Proceedings of the 2018 CHI conference on human factors in computing systems, pp 1–19
Pithavadian R, Bhat M (2023) Chapter 4: culturally and linguistically diverse (CALD). In: Workman A, Kaddour R, Griffin PM (eds) Culture, diversity and criminal justice: towards culturally safe criminal justice systems. Routledge, New York, USA, pp 49–62. https://doi.org/10.4324/9781003258032-6
Prescott AT, Sargent JD, Hull JG (2018) Metanalysis of the relationship between violent video game play and physical aggression over time. Proc Natl Acad Sci 115(40):9882–9888. https://doi.org/10.1073/pnas.1611617114
Shaw A (2010) What is video game culture? Cultural studies and game studies. Games Cult 5(4):403–424. https://doi.org/10.1177/1555412009360414
Shaw A, Friesem E (2016) Where is the queerness in games? Types of lesbian, gay, bisexual, transgender, and queer content in digital games. Int J Commun 10:3877–3889
The 8 Generations of Video Game Consoles (2021) BBC news. https://www.bbc.co.uk/archive/the-8-generations-of-video-game-consoles/zvcjkty
The Double-Edged Sword of Online Gaming: An Analysis of Masculinity in Video Games and the Gaming Community (2021) Geena Davis Institute on gender in media, Oak Foundation, and Promundo. https://seejane.org/wp-content/uploads/gaming-study-2021-7.pdf
Topaz CM, Higdon J, Epps-Darling A, Siau E, Kerkhoff H, Mendiratta S, Young E (2022) Race- and gender-based under-representation of creative contributors: art, fashion, film, and music. Human Soc Sci Commun 9(1):221. https://doi.org/10.1057/s41599-022-01239-9
Video Games – Worldwide (2024) Statista. https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide
Weststar J, O’Meara V, Legault M-J (2018) Developer satisfaction survey 2017 summary report. The International Game Developers Association. https://s3-us-east-2.amazonaws.com/igda-website/wp-content/uploads/2019/04/11143720/IGDA_DSS_2017_SummaryReport.pdf
Weststar J, Kwan E, Kumar S (2019) Developer satisfaction survey 2019 summary report. The International Game Developers Association. https://s3-us-east-2.amazonaws.com/igda-website/wp-content/uploads/2020/01/29093706/IGDA-DSS-2019_Summary-Report_Nov-20-2019.pdf
Williams D, Martins N, Consalvo M, Ivory JD (2009) The virtual census: representations of gender, race and age in video games. New Media Soc 11(5):815–834. https://doi.org/10.1177/1461444809105354
World Economic Forum (2023) Global gender gap report 2023; Insight Report June 2023. Retrieved November 7, 2022, from https://www3.weforum.org/docs/WEF_GGGR_2023.pdf
Yang GS, Gibson B, Lueke AK, Huesmann LR, Bushman BJ (2014) Effects of avatar race in violent video games on racial attitudes and aggression. Soc Psychol Personal Sci 5(6):698–704. https://doi.org/10.1177/1948550614528008
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Section Editor information
Rights and permissions
Copyright information
© 2024 Springer Nature Singapore Pte Ltd.
About this entry
Cite this entry
Pithavadian, R., Battin, J. (2024). The Profitable Use of Whiteness in the Videogaming Industry. In: Ravulo, J., Olcoń, K., Dune, T., Workman, A., Liamputtong, P. (eds) Handbook of Critical Whiteness. Springer, Singapore. https://doi.org/10.1007/978-981-97-5085-6_35
Download citation
DOI: https://doi.org/10.1007/978-981-97-5085-6_35
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-97-5084-9
Online ISBN: 978-981-97-5085-6
eBook Packages: Social SciencesReference Module Humanities and Social SciencesReference Module Business, Economics and Social Sciences