Gender bias in video game dialogue

被引:9
作者
Rennick, Stephanie [1 ]
Clinton, Melanie [2 ]
Ioannidou, Elena [3 ]
Oh, Liana [3 ]
Clooney, Charlotte [3 ]
Healy, E. T. Edward [3 ]
Roberts, Sean G. [3 ]
机构
[1] Univ Glasgow, Dept Philosophy, Glasgow City G12, Scotland
[2] Aston Univ, Inst Forens Linguist, Birmingham B4 7DU, Warwickshire, England
[3] Cardiff Univ, Sch English Commun & Philosophy, Cardiff, Wales
来源
ROYAL SOCIETY OPEN SCIENCE | 2023年 / 10卷 / 05期
关键词
video games; gender; computational linguistics; corpus linguistics; FEMALE CHARACTERS; SEX; PORTRAYAL;
D O I
10.1098/rsos.221095
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Gender biases in fictional dialogue are well documented in many media. In film, television and books, female characters tend to talk less than male characters, talk to each other less than male characters talk to each other, and have a more limited range of things to say. Identifying these biases is an important step towards addressing them. However, there is a lack of solid data for video games, now one of the major mass media which has the ability to shape conceptions of gender and gender roles. We present the Video Game Dialogue Corpus, the first large-scale, consistently coded corpus of video game dialogue, which makes it possible for the first time to measure and monitor gender representation in video game dialogue. It demonstrates that there is half as much dialogue from female characters as from male characters. Some of this is due to a lack of female characters, but there are also biases in who female characters speak to, and what they say. We make suggestions for how game developers can avoid these biases to make more inclusive games.
引用
收藏
页数:12
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