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Gender bias in video game dialogue
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...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10206463/ https://www.ncbi.nlm.nih.gov/pubmed/37234490 http://dx.doi.org/10.1098/rsos.221095 |
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author | Rennick, Stephanie Clinton, Melanie Ioannidou, Elena Oh, Liana Clooney, Charlotte T., E. Healy, Edward Roberts, Seán G. |
author_facet | Rennick, Stephanie Clinton, Melanie Ioannidou, Elena Oh, Liana Clooney, Charlotte T., E. Healy, Edward Roberts, Seán G. |
author_sort | Rennick, Stephanie |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-10206463 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-102064632023-05-25 Gender bias in video game dialogue Rennick, Stephanie Clinton, Melanie Ioannidou, Elena Oh, Liana Clooney, Charlotte T., E. Healy, Edward Roberts, Seán G. R Soc Open Sci Computer Science and Artificial Intelligence 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. The Royal Society 2023-05-24 /pmc/articles/PMC10206463/ /pubmed/37234490 http://dx.doi.org/10.1098/rsos.221095 Text en © 2023 The Authors. https://creativecommons.org/licenses/by/4.0/Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Computer Science and Artificial Intelligence Rennick, Stephanie Clinton, Melanie Ioannidou, Elena Oh, Liana Clooney, Charlotte T., E. Healy, Edward Roberts, Seán G. Gender bias in video game dialogue |
title | Gender bias in video game dialogue |
title_full | Gender bias in video game dialogue |
title_fullStr | Gender bias in video game dialogue |
title_full_unstemmed | Gender bias in video game dialogue |
title_short | Gender bias in video game dialogue |
title_sort | gender bias in video game dialogue |
topic | Computer Science and Artificial Intelligence |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10206463/ https://www.ncbi.nlm.nih.gov/pubmed/37234490 http://dx.doi.org/10.1098/rsos.221095 |
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