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International Journal of Games and Social Impact
Reported growth ran from about 100 developers in 2010 to more than 3,000 by 2022. The sector was within a market valued at $2.6 billion in 2021.
This study examines how students developing African-themed video games represent African culture, arguing that Western depictions have long dominated the field and that authentic, culturally grounded alternatives are both possible and necessary. Framed by Africanfuturism and participatory culture theory, the work responds to the rapid growth of African game development, which reportedly rose from about 100 developers in 2010 to more than 3,000 by 2022, within a market valued at $2.6 billion in 2021. Its stated aims are to identify characteristics of African-themed games and to propose a design framework that promotes authentic cultural representation and preservation.
The research draws on a participatory, inquiry-based project in which 84 students organized into 17 groups created African-themed games. Applying Krippendorff's qualitative content analysis, the authors identified eight recurring markers of representation: aesthetics (including natural hairstyles, beadwork, traditional attire, and landscapes), music and dance, mythological creatures, religion, race, play style, landscape, and language. Across these elements, developers drew on a diverse range of ethnic, ecological, and linguistic contexts, avoiding monolithic portrayals and moving beyond colonial narratives.
Notable patterns include a deliberate emphasis on dark-skinned characters, varied facial and hair features, and dialogue in indigenous languages. The authors also identify gaps, most notably the absence of North African and mixed-heritage skin tones and the lack of speech-to-speech interaction in indigenous languages. They conclude that student developers can produce culturally authentic games that function as tools for cultural expression and preservation, and they recommend further research into how developers' cultural and religious backgrounds shape their creative choices. The corpus comprises 17 student-developed titles, alongside references to commercial games and the traditional board game Oware.
European Conference on Games Based Learning (ECGBL) · 2023