Growing up, I was a Black girl, but I often felt like I didn’t quite fit into society’s expectations associated with that label. My interests in cartoons, books, and video games set me apart from what others expected. However, these forms of media provided me with both comfort and a means to explore and understand my identity, mainly since my parents rarely talked about my cultural background beyond the skin color I inherited. It wasn’t until middle school that I learned about my mother’s Trinidadian heritage, and I discovered my father’s Panamanian heritage only at the end of high school.
Media helped me understand many things my parents wouldn’t discuss. However, I couldn’t blame them; they were two immigrants who came to the United States at a young age and had to figure everything out on their own. While the media played a significant role in my upbringing, it was largely dominated by an overwhelming presence of whiteness. The TV shows and movies I watched primarily featured white characters. The books available in my school library typically focused on white protagonists or animals. The video games for sale often lacked representation of anyone who looked like me.
Representation of Black girls like me was mostly absent in the media.
Media representation extends far beyond race and gender. It also includes ethnicity, cultural background, sexual orientation, age, physical abilities, and mental health conditions. The media influences societal self-perception and perceptions of others, prompting discussions about representation across various platforms. There is an increasing demand for authentic and inclusive representation, especially in the video game industry, where discussions have arisen about portraying and integrating diverse characters and narratives into gaming experiences.
For instance, one key example of these discussions in video games is the representation of Black female protagonists. Discussing the representation of Black female protagonists in video games is vital in today’s gaming communities because Black female gamers are an overlooked demographic that deserves recognition and representation in the industry. Their voices and experiences must be acknowledged and celebrated, as they contribute to the gaming landscape that doesn’t adequately represent them.
Representation fosters a sense of belonging by allowing Black female gamers to see themselves authentically reflected in the games they play, which validates their identities and affirms their presence within the gaming world.
This sense of belonging helps counter the longstanding stigma that video games are exclusively for White cisgender males. This stereotype often marginalizes and excludes Black women from feeling accepted in gaming environments. By highlighting Black female protagonists, the gaming industry can better recognize the contributions and experiences of Black female gamers while challenging damaging stereotypes.
To comprehend the importance of Black female protagonists in video games, let’s delve into Black women’s demographics in the American gaming spaces. While there are limited specific statistics available on Black female gamers, the Entertainment Software Association (2024) reports that there are 190.6 million video game players in the United States, with 46% identifying as female. Furthermore, 12% of American gamers are Black or African American. These statistics show approximately 10.5 million Black female gamers, representing about 5.5% of the total gaming population in the United States. In comparison, the general Black female population in the United States is about 23,530,579, making up roughly 6.92% of the total US population (United States Census Bureau, 2024).
Black women are not well represented in gaming compared to their numbers in the general population. This lack of representation raises questions about inclusion in the gaming industry.
Black female gamers face barriers, such as not having relatable characters, targeted marketing that overlooks them, and stories that do not reflect their experiences. This situation indicates that gaming spaces may not be welcoming or inclusive for Black women, which could discourage them from taking part in a medium that should be for everyone.
The experiences of Black female gamers in gaming spaces are greatly shaped by the complexities of their intersecting identities as both Black individuals and women. This intersection of race and gender creates a distinct lived reality, requiring them to navigate environments where they are frequently underrepresented and marginalized. As Kimberlé Crenshaw (1989), an American civil rights advocate and a scholar of critical race theory, explained, intersectionality highlights how overlapping identities can lead to either discrimination or privilege, illustrating the multifaceted experiences of Black female gamers.
In gaming spaces, this intersectionality is evident through hostile interactions, such as racial and gender harassment, and the psychological impact of stereotype threat (Richard & Gray, 2018). TreaAndrea M. Russworm, PhD, professor of interactive media and games division at the University of Southern California, noted that “[a] history of white supremacy runs deep in the gaming industry, both past and present…[and] doesn’t value or even acknowledge Black women players” (Starks, 2023). The continued marginalization of Black female gamers results in their existence and contributions being overlooked.
Black female gamers frequently face negative experiences due to barriers tied to both their race and gender, a phenomenon often described as racialized misogyny. These challenges can create a profound sense of isolation, reminiscent of the exclusion many marginalized gamers feel in the gaming community (Richard & Gray, 2018). Isolation can negatively impact an individual’s mental health by fostering feelings of loneliness, which in turn increases the risk of anxiety and depression (Mann et al., 2022). Loneliness can lead to mental and physical health problems, like increased stress, higher inflammation, and negative thoughts. Over time, these issues can make loneliness feel even worse.
Many Black female gamers reported feeling isolated in gaming spaces due to not only a lack of representation and inclusivity but also the prevalence of racism and online harassment, particularly from men (Starks, 2023). Many female gamers, especially Black female gamers, have faced harassment from males who make racist, vulgar, or sexist comments on platforms like Twitch and YouTube. A 2023 report by the Anti-Defamation League (ADL) on hate and harassment in gaming reveals that the harassment rate for women is 8%, while for Black gamers, it stands at 50%. This report does not include specific research on the experiences of Black female gamers. However, the available data suggests that the unreported harassment rate they face could be even higher, potentially ranging from 55% to 70%.
Princess Zelda (The Legend of Zelda)
When analyzing mainstream AAA games and established franchises, it becomes clear that Black female characters are present in the gaming world, though they are rarely the main protagonists. A look at video game history reveals that female video game characters were often depicted in ways that reinforced traditional gender roles. For example, characters like Pauline in Donkey Kong and Princess Zelda in The Legend of Zelda were depicted as damsels in distress, needing rescue from male protagonists (Bashir, 2022). In the 1990s, the introduction of strong female video game protagonists, such as Lara Croft from Tomb Raider, marked a significant shift. However, while many people credit Lara Croft as the first female protagonist in video games, the true pioneer was Billie Sue, a farmer girl from the 1982 game Wabbit for the Atari 2600, which a Vietnamese woman created.
Wabbit’s Billie Sue character
Regarding Black characters, most of their earliest portrayals were as athletes in sports title video games, reinforcing the “Black Athlete Trope.” The first playable Black video game character was widely recognized as the athlete in Atari’s Basketball, which was released in 1979 and depicted in color (Edwards, 2009). However, there is ongoing debate about whether the character in Sega’s Heavyweight Champ, released in 1976, could also be considered the first Black playable video game character, due to the game’s ambiguous black-and-white graphics (Norwood, 2021). Historically, Black characters in video games were often reduced to merely being selectable options in fighting games or serving as secondary characters that supported their white counterparts, who were typically the main protagonists. It wasn’t until 1987 that the first Black male video game protagonist appeared in the lesser-known PC game Mandroid (NowThis Nerd, 2018).
Black female protagonist D’Arci Stern in Urban Chaos
The gaming world didn’t see its first Black female protagonist until 1999 with D’Arci Stern in Urban Chaos (DirecTV, 2022). Since then, a report from DiamondLobby shows that only 8.3% of the main characters in video games are women from non-white ethnic backgrounds (Lin, 2023). This statistic highlights the ongoing challenges of achieving diversity and inclusion in gaming. Black female protagonists are rare, even many years after D’Arci’s introduction. Several recent examples of Black female protagonists in gaming include Nilin Cartier-Wells from Remember Me, Clementine from Telltale’s The Walking Dead, and Alfre “Frey” Holland from Forspoken. However, despite these characters, the gaming industry still struggles to create authentic and well-developed Black female protagonists.
Frey Holland, protagonist of Forspoken
From the perspective of a Black woman in gaming, it is essential to address issues such as colorism, harmful stereotypes, and the portrayal of trauma concerning Black female protagonists to improve their representation, especially since there are about 10 million Black female gamers whose experiences are largely overlooked in current gaming representation (Entertainment Software Association, 2024). Improving representation is not about just ticking a diversity checkbox. It calls for an industry to reflect its diverse audience authentically. Elevating these voices not only combats harmful stereotypes but also enriches the gaming landscape with multifaceted characters who can inspire a broader range of players.
There needs to be greater visibility for dark-skinned Black women, rather than focusing solely on lighter-skinned or racially ambiguous Black women in lead roles. Black women should not be reduced to one-dimensional tropes such as the “Strong Black Woman” or “Sassy Black Woman.” Their narratives should not concentrate exclusively on trauma, pain, or oppression. Instead, Black female characters deserve to celebrate the joy, complexity, and positive experiences that come with their identities.
In conclusion, media representation impacts societal perceptions and individual self-identity. Representation matters, especially for the little black girl I once was who rarely saw herself reflected in the media she consumed growing up. She would often feel out of place, especially with the presence of whiteness in her interest in cartoons, books, and video games. She never really got to see herself as the hero of the story. That little black girl even felt alone and invisible.
Now as a Black woman and still a gamer, I recognize how vital authentic and multifaceted gaming representation is for Black female gamers. Representation is a powerful affirmation of their identities.
When Black female gamers see characters who they can resonate with—characters that go beyond harmful stereotypes, colorism, or narratives solely centered on trauma—it combats their feelings of isolation by reinforcing that their presence and perspective matter in the gaming community. It cultivates a sense of belonging in an industry where they have been historically underrepresented or misrepresented. Addressing the representation of Black female protagonists in gaming is not just a matter of diversity. It is about creating inclusive narratives that acknowledge Black female gamers. By doing so, the gaming industry can provide the representation that many Black female gamers, like my younger self, desperately need to see.
Ashlee Lawson-Kilpatrick
References:
Anti-Defamation League. (2023). Hate is No Game: Hate and Harassment in Online Games 2023.
Bashir, D. (2022, May 18). World’s First Female Video Game Protagonist Was Created by a Vietnamese Programmer. Retrieved from IGN Southeast Asia: https://sea.ign.com/wabbit/185503/news/worlds-first-female-video-game-protagonist-was-created-by-a-vietnamese-programmer
Crenshaw, K. (1989). Demarginalizing the Intersection of Race and Sex: A Black Feminist Critique of Antidiscrimination Doctrine, Feminist Theory and Antiracist Politics. University of Chicago Legal Forum, 1989(1), 139–167. Retrieved from https://chicagounbound.uchicago.edu/cgi/viewcontent.cgi?article=1052&context=uclf
DirecTV. (2022, February 28). The Evolution of Black Female Video Game Characters. Retrieved from DirecTV: https://www.directv.com/insider/black-history-month-the-evolution-of-black-women-in-video-games/#:~:text=It’s%20a%20somewhat%20distressing%20fact,deserved%20time%20in%20the%20spotlight.
Edwards, B. (2009, January 19). The First Black Video Game Character. Retrieved from Vintage Computing and Gaming: https://www.vintagecomputing.com/index.php/archives/536/the-first-black-video-game-character
Entertainment Software Association. (2024). 2024 Essential Facts About the U.S. Video Game Industry. Retrieved from Entertainment Software Association: https://www.theesa.com/wp-content/uploads/2024/05/Essential-Facts-2024-FINAL.pdf
Google. (2023, February). Google Global Insights Diversity Equity & Inclusion Report Feb 2023. Retrieved from https://games.withgoogle.com/: https://services.google.com/fh/files/misc/gamer_research_on_dei.pdf
Lin, B. (2023, February 22). Diversity in Gaming Report: An Analysis of Diversity in Video Game Characters. Retrieved from DiamondLobby: https://diamondlobby.com/geeky-stuff/diversity-in-gaming/#:~:text=Gender%20Diversity%20in%20Video%20Games,females%20of%20non%2Dwhite%20ethnicities.
Mann, F., Wang, J., Pearce, E., Ma, R., Schlief, M., Lloyd-Evans, B., . . . Johnson, S. (2022, May 18). Loneliness and the onset of new mental health problems in the general population. Social Psychiatry and Psychiatric Epidemiology, 57(11), pp. 2161-2178. doi:doi: 10.1007/s00127-022-02261-7
Nadal, K. (2021, December 27). Why Representation Matters and Why It’s Still Not Enough. Retrieved from Psychology Today: https://www.psychologytoday.com/us/blog/psychology-the-people/202112/why-representation-matters-and-why-it-s-still-not-enough
Norwood, R. (2021, February 26). Coding Blackness: A History of Black Video Game Characters. Retrieved from WIRED: https://www.wired.com/story/black-character-history-video-games/
NowThis Nerd. (2018, February 8). The History of Black Video Game Characters | NowThis Nerd. Retrieved from https://www.youtube.com/watch?v=1-xEABBIk_8&t=185s
Richard, G. T., & Gray, K. L. (2018, January). Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice and the Intersections of Learning, Socialization and Resilience in Online Gaming. Frontiers: A Journal of Women Studies, 39(1), pp. 112-148. doi:10.5250/fronjwomestud.39.1.0112
Starks, S. L. (2023, August 22). Black Girl Gamers Band Together Against 2023’s Final Boss: Loneliness. Retrieved from allure: https://www.allure.com/story/black-girl-gaming-groups-loneliness?utm_source=chatgpt.com
United States Census Bureau. (2024). QuickFacts: United States. Retrieved from United States Census Bureau: https://www.census.gov/quickfacts/fact/table/US/RHI225223#RHI225223
If you read this blog, you’re probably familiar with A Very Potter Musical, or, as I like to think of it, the funniest, smartest, most heartwarming piece of fan art of all time. What you might not realize, though, is that since the show premiered on YouTube in July of 2009, Starkid has grown into a fully-fledged theatre company that’s produced eleven full-length comedy musicals (all of which are available on YouTube) and is currently working on its twelth, which is due to open this October.
Being the tenth anniversary of A Very Potter Musical and Starkid’s inception, this year marks a huge milestone for them, but also for us, their fans. I’ve been following Starkid since the beginning. I watch the shows the moment they come out, I buy the soundtracks and listen religiously, and I have been known to launch into convoluted but exuberant explanations of the chronology of their works to anyone who loves me enough to pretend to listen. I even follow their careers outside of Starkid, everything from sketch comedy groups to planetariums to Buzzfeed.
I don’t know about you, but one of my favorite things about GeekGirlCon is how interactive it is. Whether you’re speaking to artists, makers, and entrepreneurs in the Exhibitor Hall, asking questions at an incredible panel, or just meeting fellow geeks, the Con is a space to learn, play, listen, and have fun. Probably nowhere is this more apparent, though, than in the workshops we offer every year.
Spanning a huge swath of topics, from fandom to gaming to cosplay to consent (and beyond!) our workshops are the perfect place to learn how to bring all the joy, passion, excitement, and general goodness from GeekGirlCon out into your day-to-day life.
This year’s workshops promise to be some of the most exciting and intriguing yet! Here’s a look at just a few we have coming up during #GGC18 weekend.
Creating a Culture of Consent: From Cosplay to Classrooms
Sunday, 10/28 at 4:00 // Furiosa
Learn about what consent means, sounds, and feels like. We will discuss how and when questions of consent appear in our relationships, in our communities, and in geek culture in this workshop by Planned Parenthood’s Teen Council members. Ages 13+
Image Description: An illustrated gif of Amber Rose wearing dark sunglasses and speaking. Words written on either side of her head read: “When I say no, it means no.” Source: Giphy
Mystery Box Game Design Challenge
Saturday, 10/27 at 5:30pm // America
Teams will work together with table top industry experts to create a game using only a box of mystery items. At the end, games will be judged on a set of predetermined criteria and a winner selected!
Image Description: A gif of a commercial for the Sweet Valley board game. The commercial depicts a group of friends walking into a house and playing the board game together. Source: Giphy
If you’re not watching The 100, I do forgive you. It is a CW show, after all. (I don’t know why, but I can’t take the CW seriously! It doesn’t seem to matter how many of their shows I watch and love!) However, if you are unfamiliar with the show, this post is a PSA for you specifically.
Before I get too into it, I’d like to say that though I am aware of the book that inspired the show (thanks, Kass Morgan!), for my purposes, know that everything here refers exclusively to the TV series. And, with that series, there is a lot to get into. But, first and foremost, the main character, Clarke Griffin.
Since the premiere of this season of The Handmaid’s Tale, I’ve been thinking a lot about the concept of feminist TV and feminist media generally. To be fair, I don’t really ever stop thinking about the concept of feminist media, but as there has been a clear influx over the past few years, the conversations surrounding it are becoming more and more pointed.
The Handmaid’s Tale is a clear example of what is widely considered feminist media, but it’s not the only example. Its tone and sense of hopelessness have led me to think a lot about what is useful to feminists about feminist media. Many people think of The Handmaid’s Tale as a story that can open the eyes of those who don’t themselves suffer at the hands of heteropatriarchy to our plight. But as feminists whose eyes are already opened, what do we need from our media?
Everyone! GeekGirlCon ’18 season is officially upon us!
On our part, we’re getting things organized and settled behind the scenes. But what we need from you all, what we need each year to make GeekGirlCon the most memorable and magical weekend we possibly can, is programming submissions. Specifically, we need the excellent panel ideas that we’ve come to expect from our GeekGirlCon family.
This year, your deadline to submit applications for all kinds of programming is April 30. You have some time, so use it to refine your applications and track down potential panelists. While you’re working, here are some FAQs about panel applications with answers from our very own Panel Program staffers.
[Image Description: Three panelists from a past GeekGirlCon sit laughing with each other.] Adaptation, Appropriation, Influence: Using Other Cultures to Build Fictional Worlds, GeekGirlCon ’16. Photo by Danny Ngan.
I have a confession to make: I haven’t been a “Riverdale” fan for very long. I’m sad to say that I never read the Archie comics growing up, and my major investment in the Riverdale universe pre-CW adaptation was an extreme love for “Sabrina the Teenage Witch” and a sneaking suspicion that Betty and Veronica should almost definitely be the major romantic pairing in the series.
When the TV series debuted in January, though, my ignorance quickly turned to true love. With my newfound enthusiasm and rookie knowledge securely in place, I arrived at GeekGirlCon ‘17 convinced that the panel The Road to Riverdale: A Look at the Evolution of Archie and the Gang was going to be a joyful, geeky celebration of all things Riverdale, and it did not disappoint.
Source: Giphy. Description: Betty Cooper clasping her hands together and looking excited.
Moderated by Mary Gallacher, panelists Mia Gipson, Devi Sword, and Jeremy Huff explored not only their own hopes, ships, and disappointments surrounding the show itself, but delved into the history of the Archie comics as well.
They described how the characters of Archie and his friends have been staples of pop culture for 75 years, encompassing multiple comic and television spin-offs and becoming a sprawling and beloved franchise. After each of the panelists spoke about their own journey with the Archie comics, and their arrival at “Riverdale,” they explored the way that Archie characters have populated other films, television shows, and spin-off series, such as the Melissa Joan Hart “Sabrina the Teenage Witch” series and the “Josie and the Pussycats Movie.” In fact, all the major characters from the Riverdale universe have been given comic spin-offs of their own, leading to a rich and highly populated universe. As part of this background, the panelists highlighted a YouTube video from NerdSync called “The Bizarre Origin and History of Archie: From Comics to Riverdale Explained!” This video gives a fascinating glimpse of how such an iconic franchise has expanded and evolved over its long history.
After providing background to the series, the panelists were able to fully delve into their love for “Riverdale,” pointing of the show’s highlights, exploring concerns and critiques, and expressing their hopes for the series as it continues.
Show Highlights
Though many aspects of the show were enthusiastically celebrated in the panel, a couple specifically stood out. One was the level of diversity in “Riverdale.” While the show has a long way to go to provide adequate representation for many identities, its portrayal of Veronica as a latinx character and the strength of the characters Josie, Valerie, and Melody are highlights that point to where the series could go in terms of greater representation in the future.
The panelists also agreed that the moment when Alice Cooper stands up to Hal over what has happened to Polly (only vague spoilers here!) felt absolutely triumphant, especially given the fact that so many parents on the show are problematic to say the least.
Concerns and Critiques
One common criticism of the show is that it diverges from the comics. The panelists, however, believe that while the show has put its own signature spin on the original stories and characters, it retains the spirit of the Archie universe, and, moreover, was never meant to feel exactly like the original. Part of what makes it so compelling, after all, is its darker tone and more mature themes, capturing the concerns of its teenage-and-beyond audience.
On the other hand, a critique that is merited is the major, deeply unfortunate change in the Ms. Grundy storyline. This problematic storyline proved controversial for fans and represented a huge overhaul – and, for many, a betrayal – of Ms. Grundy’s character. The panelists pointed out that they were at least satisfied that none of the characters treated the predatory relationship between Ms. Grundy and Archie as though it was okay or acceptable.
Source: Giphy. Description: The character Ms. Grundy looks up with a sad expression on her face as she plays the cello.
Another major controversy is the portrayal of Jughead’s sexuality. In the comics, Jughead’s sexuality has been portrayed in various ways, but as of 2016 his asexuality has been part of the canon. The show, however, has not identified Jughead as asexual, and his relationship with Betty has caused fan concern that this aspect of his identity won’t be addressed at all, leading to even further disappointment and a near-total lack of representation for the ace and aro community in TV and media. The panelists agree that the handling of Jughead’s sexuality has been disappointing, but notes that there may be cause to hope. After all, long-term the show could be providing representation of ace people who have relationships if Jughead is identified as asexual, or even that this characterization of Jughead could be demisexual rather than asexual.
Source: Giphy. Description: The characters Betty and Jughead kiss.
Future Hopes
At the time of the panel, the second series was about to premiere in only 10 days, and the panelists were feverishly excited about what they were looking forward to seeing as the upcoming season, as well as hopes for the show’s future more broadly.
Among these hopes and expectations was more representation for Josie and the Pussycats, since Josie, Valerie, and Melody are often under-utilized characters, a more in-depth exploration of Moose’s sexuality, an appearance by Jughead’s little sister Jellybean, more screen time for Kevin, and a bigger glimpse at Riverdale’s Southside.
Apart from their hopes for the series itself, the panelists were all deeply excited about the upcoming adaptation of “The Chilling Adventures of Sabrina.” Though this new show means that the character of Sabrina most likely won’t be a regular in “Riverdale,” the panelists were hopeful that this series might provide representation for paganism or wicca.
After the bulk of the panel, the panelists opened up the discussion to the audience, welcoming a variety of questions from fellow enthusiastic “Riverdale” fans. One audience member spoke about the Ms. Grundy storyline and how it furthered the problematic trope of predatory student-teacher relationships in TV (such as the uncomfortable love story between Aria and her English teacher Ezra on “Pretty Little Liars.”) Another question revolved around what forms of diversity the panelists would love to see represented in “Riverdale,” especially representation of trans and nonbinary characters. Another audience member wondered hopefully if the CW might legitimize the love triangle between Archie, Betty, and Veronica as a polyamorous relationship. Lastly, the problem of queer-baiting in “Riverdale” was addressed, with an audience member hoping for more actual queer femme representation and a move away from this destructive trope, which has especially been present in the relationship between Betty and Veronica.
With the show about to wrap up its second season in January, and “The Chilling Adventures of Sabrina” on its way, this panel couldn’t have come at a better time and served as a fun-filled, hilarious, and thoughtful reminder of all the reasons that so many of us have fallen hard for “Riverdale,” whether we’ve read Archie comics our whole lives or – ahem – only began our infatuation a few months ago.
Source: Giphy. Description: The character Cheryl dancing in her cheerleading uniform.
Let me get the obvious out of the way first: I’m a fan of G. Willow Wilson’s work. Her storytelling finesse, and experiences as being at the intersection of several identities speaks to me. I recently saw her in conversation with KUOW’s Jamala Henderson as part of Humanities Washington’s speaker series, talking about identity, the comics industry, and of course, Ms. Marvel. Part of the flyer for the event introduced Willow (the G is silent) thusly: G. Willow Wilson lies at the epicenter of multiple fault lines of American identity.
Not going to lie, when I first read the description for Refill Your Hearts: Fandom Librarians Recommend Stories to Get You Through the Bad Times, I was a little skeptical. The panel was meant to be a group of fannish librarians providing personalized reading and viewing recommendations for the audience. According to the description, they would focus on uplifting fanfiction, online and self-published fiction, webcomics, tv shows, movies, and other media created by and centered on women; queer, trans-, and nonbinary people; people of color; neurodiverse people; and other marginalized groups. As someone who has read fanfiction for over sixteen years, I was specifically doubtful that the panelists would have read enough fanfiction in enough fandoms to make useful recommendations to the audience. I did love the idea that they might have a couple story suggestions that would fit my preferences, though, and I wanted to see how the panel would play out, so I gave it a try.
One of the hardest things about GeekGirlCon is that point on Sunday night when you realize that the con is coming to its inevitable conclusion. It’s such a bittersweet moment, but it’s also a good time to reflect on the cultural phenomenon that is GeekGirlCon.