A few days ago, GLAAD, a non-profit organization advocating for inclusion and representation for lesbian, gay, bisexual, transgender, and queer people, released their first annual report on the "quantity, quality and diversity" of such characters in video games. This also included research into LGBTQ gamers themselves and what they want to see from their games and the creators behind them. GLAAD's hope is to educate people (and the industry) on the importance of including this minority group in a medium that woefully lags behind other forms of entertainment in authentically reflecting the world at large.

As a member of the aforementioned community - more specifically the "T" in the LGBTQ acronym - I have taken it upon myself to break down this report, as well as reflect on how it feels in comparison to my own personal experiences. I honestly suggest everyone read the report in full: it's not a super long read, and it can tell us a lot about how far we've come...and how far we've yet to go.


What's the TL;DR?

For those who do not wish to read the full report, I will summarize the major talking points before going them into more detail. GLAAD, along with their partners in this research, came upon these findings:

  • 17% of active gamers considered themselves LGBTQ, a 70% increase from a 2020 survey.
  • Less than 2% of console games are tagged as containing LGBTQ content; the numbers only look (very slightly) better on Steam...if sexual content is included.
  • This percentage lags behind other contemporary media in regards to quantity and quality, including advertisement, movies, and TV.
  • A major assumption about gamer demographics - that most non-LGBTQ gamers are resistant to seeing such characters in games - is inaccurate.
  • In a world that grows aggressively hostile towards them, LGBTQ people look to games for escapism and connectivity.
  • Gamers, whether they be LGBTQ or not, have become increasingly receptive to representation and inclusivity, both in their games and in the industry itself.

 


Consumerism Without Representation

Gaming has been more-or-less on a path of growth for over 50 years now - by now it has surpassed both the music and film industries combined in global earnings. Despite this overwhelming level of success, games (and the developers + publishers who make them) have failed to keep up with other mediums in representing and respecting LGBTQ people.This can be seen in a number of ways: the quantity of characters, such that less than 2% of all Xbox, PlayStation, and Nintendo digital libraries are tagged as containing LGBTQ content; quality of characters, in-that such individuals have often been expressed as being the "quirky" party member, an antagonist, or just an NPC, with little room for nuance or placed in a position of respect; and the diversity of the characters, as most LGBTQ members - if appearing at all - have been gay white men. A game like Baldur's Gate III lets you customize your character and experience a diverse set of relationships, and yet for each positive example I could share, they would be countered by negative ones:

  • The Leisure Suit Larry games often used LGBTQ people as a joke, or better yet, a Game Over scenario.
  • In Catherine, a trans woman is subjected to the same sexual nightmares that only affect men, among other things.
  • Many games utilize LGBTQ characters to make the main character uncomfortable as part of a running gag.
  • "Guy hiding in a dress" is another common trope, seen even in major releases such as The Legend of Zelda: Breath of the Wild.
  • Here's a good one: Mad Party Fucker, a game from 1985 that demanded you have sex with as many women as possible while not "getting infected by faggots with AIDS."

In a world where 17% (or nearly 1 in 5) of gamers polled consider themselves LGBTQ, examples of disrespect and ridicule are depressingly common. You might exclaim "but those examples are older!", and while technically true, that doesn't mean the modern mindset of the industry has led to a sudden bastion of inclusivity, either. This is unfortunate, given the numbers: stripping out the simple morality of inclusion, LGBTQ people are 4-5 times more likely than non-LGBTQ gamers to buy a game with an LGBTQ main character, while over 60% of non-LGBTQ gamers say that such a situation would not affect their decision to buy/play the game in question. By ignoring or being outright dismissive of the community, the industry ignores the economic opportunity LGBTQ people could bring to them. LGBTQ people want to see themselves represented in a respectful manner, and are willing to buy games that present that opportunity.


17% (or nearly 1 in 5) of gamers polled consider themselves LGBTQ


Sending A Message

Of course, there's more to it than a positive sales report, such as the industry's impact on the hearts and minds of its players. 72% of LGBTQ gamers find that well-represented characters matching their gender identity and/or sexual orientation make them feel better about their own situations. 66% of them feel that gaming "allows them to express themselves in a way they don't feel comfortable doing in the real world". This positive impact on their mental health and well-being is in sharp contrast to that "real world" that seeks to do them harm. Bullying and harassment, social stigma, full-on violence, the lack of proper health care, and, oh yeah, over 500 anti-LGBTQ bills proposed across the United States in the past year alone, seeking to restrict or outright-destroy the ability of LGBTQ people to live freely as they are. It's no wonder they fall back on games as an escape, even if that means they must suffer harassment from within the community itself. Turning the industry away from the negative stereotypes and towards inclusivity and well-meaning representation would go a long way toward giving LGBTQ people the safe haven they so desperately crave, while allowing said developers to actively profit from their decision to be more welcoming. It's a win-win situation.

Quote From 2024 GLAAD Gaming Report

In these states, 65% of LGBTQ gamers note that they depend on video games to help get them through tough times, and 75% say games allow them to express themselves in ways they don’t feel comfortable doing in the real world. For these LGBTQ gamers, gaming is necessary to cope with real-world discrimination and targeting. Game developers need to understand the role gaming plays for LGBTQ gamers in the United States and especially LGBTQ gamers in states where they are disproportionately targeted and attacked.

Overall, 36% of LGBTQ gamers state that video games helped them discover their sexual orientation or gender identity. This number is even higher (41%) for LGBTQ gamers of color. 44% report video games help them cope with the lack of LGBTQ acceptance in the real world, and 50% feel more accepted in gaming communities than where they live. These numbers are even higher among heavy/core LGBTQ gamers (48% and 59%). 

Naturally, the industry would have to listen for such a thing to transpire. 65% of LGBTQ gamers feel developers have a responsibility to make the gaming community more inclusive, but only 27% of them believe major video game companies think about people like them when developing games. Once again, the industry would actively benefit from being more inclusive with its games (and its own workforce): 69% of LGBTQ gamers find they would be "less likely to buy a game from a company with a history of mistreating its LGBTQ workers". Treat people well, and you're more likely to profit in life; who would've guessed?


Personal Reflections

As a trans woman, I can personally attest to much of what was spoken about in the report. There have been plenty of times where I didn't feel welcome in the gaming space, and it's not always about the games. I've been outed on gaming forums. I've had to lie about my ability to communicate via speaker so-as-to mask my voice, hiding behind the keyboard to protect myself. I've seen, heard, and read some truly horrible things, disparaging people such as myself whether for laughs or as an expression of anger or hatred. It can be disgusting, appalling, depressing, and all manner of other sad words to describe what I've witnessed in the gaming community.

Of course, the games themselves don't necessarily help the matter. I already don't feel welcome in the real world, but to be made the butt of the joke, treated as a deviant villain, or perhaps worse still, to be regarded as nothing valuable at all, directly impacts my mental wellbeing. All this in the medium that I love, that I latch onto as a defense mechanism and as an escape. The life preserver keeping me from drowning is covered in barbed wire, and yet I hold onto it all the same in desperation.

Something needs to be done about this, and thankfully on some level it is. The aforementioned Baldur's Gate III is a wonderful example of inclusivity, featuring LGBTQ people and made by LGBTQ people. It was incredibly popular and profitable, perhaps because of this, but more importantly, not in spite of it. Unfortunately, it is not enough: we must continue to strive for a more inclusive industry and community, and it's something that will require work at all levels and throughout the future. This isn't just a today issue, or a tomorrow issue: it's a forever issue, that we must work to better ourselves and the people around us, for all time. No one, whether they be LGBTQ or not, should feel disregarded, unincluded, or not represented in their entertainment; after all, they exist in the real world, so why not the digital one?


Did you read the report? What do you make of its findings? Would you agree with its assessment of the gaming industry? Let us know in the comments below.