Interactive Data Visualization of Queer Representation

An interactive data visualization of the amount of queer representation in video games that interacts with users’ face mocap data.

About

This project was made using TouchDesigner Nvidia Flex and FaceMocab OSC.  I was inspired to display this data after researching the inequality of representation in video games. As a game design student who identifies as queer, I have also witnessed the lack of representation in the field first-hand.

 

More details about this project is described in the video on the left. 

My project set up

Python scripts that execute the commands for displaying the years and amount of games

Nvidia Flex and OSC 

References McCullough, K., Wong, Y., & Stevenson, N. (2019). Female Video Game Players and the Protective Effect of Feminist Identity Against Internalized Misogyny. Sex Roles., 82(5-6), 266– 276. https://doi.org/10.1007/s11199-019-01055-7 Mou, Y., & Peng, W. (2009). Gender and racial stereotypes in popular video games. In Handbook of research on effective electronic gaming in education (pp. 922-937). IGI Global. Passmore, C. J., Birk, M. V., & Mandryk, R. L. (2018, April). 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). Shaw, A. (2012). Talking to gaymers: Questioning identity, community and media representation. Westminster Papers in Communication and Culture, 9(1). Shaw, A., & Friesem, E. (2016). Where is the queerness in games?: Types of lesbian, gay, bisexual, transgender, and queer content in digital games. International Journal of Communication, 10, 13. Shaw, A., Lauteria, E. W., Yang, H., Persaud, C. J., & Cole, A. M. (2019). Counting Queerness in Games: Trends in LGBTQ Digital Game Representation, 1985-2005. International journal of communication [Online], 1544+. Retrieved from https://link-galecom ezproxy2.library.drexel.edu/apps/doc/A592665059/AONE?u=drexel_main&sid=AONE&xid= 56b42e12 Šisler, V. (2008). Digital Arabs: Representation in video games. European Journal of Cultural Studies, 11(2), 203–220. https://doi.org/10.1177/1367549407088333 Smith, R., & Decker, A. (2016, August). Understanding the impact of QPOC representation in video games. In 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT) (pp. 1-8). IEEE. Utsch, S., Bragança, L. C., Ramos, P., Caldeira, P., & Tenorio, J. (2017). Queer Identities in Video Games: Data visualization for a quantitative analysis of representation. Proceedings of SBGames, 850-851. https://www.sbgames.org/sbgames2017/papers/CulturaFull/175360.pdf Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: Representations of gender, race and age in video games. New Media & Society, 11(5), 815-834.
Close Menu