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DiGRA
The document establishes a foundational framework for understanding gendered game culture, addressing a notable gap in theoretical approaches within academic game studies. Its primary purpose is to define key concepts of gender in games and identify central research questions, proposing a preliminary model to analyze the landscape of gender-related research. The scope of the analysis covers leading game studies journals and conferences from 2001 to 2014, examining a broad range of industry segments through the lens of academic discourse.
A significant finding reveals that despite widespread discussions about gender in the broader gaming community, only a small fraction (2.6-7.8%) of academic game studies publications between 2001 and 2014 directly addressed gender. When gender was a focus, it was predominantly the primary subject of the research (60%) and often approached from a woman-centric perspective, frequently authored by women. This suggests a historical emphasis on girls and women in gender and games research, likely driven by efforts to promote inclusivity within the field.
The analysis further introduces a ten-sector model of game culture, with "game products and content" at its core and "cultural structures" influencing all other sectors. Within this model, "gendered gaming habits and styles" emerged as the most frequently explored gender question category in academic publications. Other prominent areas included "gendered game design and production," "playing as gendered and gendering activity," and "gendered game spaces." The document ultimately advocates for a robust theoretical framework for studying gendered game culture, moving beyond simplistic models and emphasizing the ongoing need for research into cultural participation and social inclusiveness within game studies.
DiGRA · 2026