Empowered by the Experience
Playing as Female Characters in Video Games
Bibliographic Data
| ID | 21225614 |
|---|---|
| Authors | Teresa Lynch (0000-0001-9949-6445, The Ohio State University), Annie Dooley (0009-0008-8047-5159, The Ohio State University), D M Markowitz (0000-0002-7159-7014, Michigan State University) |
| Year | 2025 |
| Volume | 13 |
| Publication date | 2025-02-13 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Media and Communication (JOURNAL) |
| Journal identifiers | ISSN: 2183-2439 • E-ISSN: 2183-2439 |
| Publisher | Cogitatio (PUBLISHER • PT) |
| DOI | 10.17645/mac.8733 |
| OpenAlex | W4404332672 |
| Language | EN |
| Citations received | 4 |
| References cited | 32 |
Research on female video game characters often investigates negative outcomes of playing as stereotyped characters. Yet, video games increasingly offer people opportunities to play as capable, prominent female characters that may be meaningful and promote positive outcomes (e.g., feelings of empowerment). This manuscript shares the results of a mixed methods survey of individuals ( N = 751) recruited via online forums who recalled their experiences playing as female game characters. We analyzed qualitative response data using a traditional, top-down approach to identify themes. We focus our analysis and discussion on the results of a human-derived analysis, which indicated both positive and negative dimensions of experiences that participants found meaningful. Participants reported that taking on the role of a female character was often very important to them, but the reason for this significance varied across players. Often, these reasons involved their own gender identities and the context in which the gameplay occurred (e.g., online multiplayer). We consider findings as evidence of eudaimonic media effects
Advertising · Aesthetics · Art · Business · Media studies · Multimedia · Sociology · Video game · Computer Science · Digital Games and Media · Media Influence and Health · Media, Gender, and Advertising · Psychology · Social Psychology
Social Identity Theory and Self‐Categorization Theory
Empowerment Theory
The Meaning Extraction Method
Formidability of male video game characters over 45 years
Sexy, Strong, and Secondary
Looking for Gender
Feminist Communication Theory
Confronting whiteness through virtual humans
Video games as meaningful entertainment experiences
You can’t be deadnamed in a video game”
Evidence of Ambivalent Sexism in Female Video Game Character Designs
Avatars are (sometimes) people too
Gender and Computer Games
Making a Good (Bad) Impression
The Video Game Experience as “True” Identification
Keeping Abreast of Hypersexuality
The Lara Phenomenon
The Empowering (Super) Heroine? The Effects of Sexualized Female Characters in Superhero Films on Women
The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept
Female Characters from Adult-Only Video Games Elicit a Sexually Objectifying Gaze in Both Men and Women
Empowerment Sold Separately
The effects of sexualized video game characters and character personalization on women's self-objectification and body satisfaction
Appreciation as Audience Response
The Constant Comparative Method of Qualitative Analysis
The Proteus Effect
| Unique citing works | 4 |
|---|---|
| Citations per year | 4 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 4 |