Count of Gender per Video Game Genre
The grouped bar chart above compares the number of players by gender per genre of video games. Although there is not that much of a visible difference across genres, it is important to note that video games across all genres have a lower number of female players, linking to a possible correlation between the lack of accurate representation of female characters in video games. Note that the y axis starts at 3000 players, to allow for a closer look at the differences. Unfortunately, one setback of this dataset is that there is no datetime column, so it can be difficult track datetime trends.
Damsel in Distress Tropes by Genre (Top 10)
This bar graph depicts various video games from different genres, describing which genres have the highest number of plotlines featuring “damsels in distress”. Based on the data, there is a high likelihood that video games that are in the Action or Adventure genre contain plots featuring damsels in distress, which may indicate how video game developers in these genres view their female characters.
Top 3 Genres of Video Games Featuring Damsels in Distress
The stacked bar chart above visually represents the distribution of video game genres that feature damsels in distress across various decades, from the 1970s to the 2010s. Based on the chart, from the 1980s onwards, the top genres of video games featuring damsels in distress have consistently been Action and Adventure. These genres, which often require “combat, explosions, and epic moments,” according to the Pixune article, potentially allow for more storylines involving female characters that are portrayed as damsels in distress. This dataset does not contain information on games that do not feature damsels in distress, so a limitation of this visualization is that it does not reflect the percentage of games per genre that include damsels in distress.
Note: This dataset does not describe the metrics used to determine why a video game character is determined to be a “damsel in distress.” However, the Palomar dataset, Gender Representation in Video Games, a damsel in distress character is defined as a character that “exists to be rescued or saved by the protagonist or the main character” (Palomar 4).
Proportion of Female Characters versus Average Sexualization Score per Game
The scatterplot above shows the proportion of female characters in a given video game versus the average sexualization score of the characters. Based on the regression line, there is a slight correlation between a higher number of female characters in a game and a lower sexualization score. However, the grayed-out area on the graph, which represents the confidence intervals, is relatively wider at both ends of the regression line, indicating that these points may not be statistically significant enough to prove there is a consistent correlation. It is important to note that these trends must be also supported by qualitative data, including the topics and genres of the video games themselves, because that adds another dimension to the regression plot shown above.
Timeline of Sexualization Score
The timeline above shows the sexualization score of video games, from video games released in 2012 to 2022. As discussed above, the sexualization of video game characters is constantly fluctuating and is often based on cultural trends of the time.
For more information on how sexualization scores are determined, please refer to the methodology section of the narrative.
The representation of women, both in the cultural sphere as well as in video games, has evolved in both visible and subtle ways throughout the past four decades. Yet this evolution is far from linear or complete. Our research reveals that while the frequency of female characters has increased, their roles have often remained constrained by persistent stereotypes and commercial pressures. However, as recent feminist movements, especially the fourth wave, have gained traction, there has been a trend of increasingly complex portrayals of women in video games. From helpless damsels to hypersexualized heroines to more complex protagonists in recent years, the portrayal of women in games has continually reflected—and at times resisted—dominant cultural attitudes toward gender.
More importantly, our project underscores the complexities within representation itself—representation is not just about presence; it is about power. Positive and negative portrayals do not exist in a vacuum, and representations must be understood in relation to the power structures and social hierarchies that they mirror or challenge. Video games, as an important form of mainstream media, hold immense influence in shaping public imagination and painting possible futures. Although women now make up nearly half of all gamers, they continue to be underrepresented in both character roles and storylines, which impacts how audiences internalize gender norms (Geena Davis Institute, 2023). Rather than just forms of entertainment, video games are cultural texts that communicate our community values. As such, as we continue to push for more inclusivity and diversity, there is a growing opportunity, and responsibility, to push beyond tokenism and toward meaningful, intersectional representation. Understanding how far we have come is essential; imagining what comes next is even more urgent.