THE BLACK FEMALE PROTAGONIST (And the Importance of Representation to Black Female Gamers)

GeekGirlCon Blog Title: The Black Female Protagonist (And the Importance of Representation to Black female Gamers) On the right, a Black woman with hands on hips wears a red cape.

By Ashlee Lawson-Kilpatrick

          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. 

Black woman holds hands up to the VR equipment she is wearing.

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.

Four images of pixelated Billie Sue, the farmer girl heroine from the game 1982 Atari game: "Wabbit."

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).  

Cover of Dreamcast Urban Chaos PC game, featuring D'arci Stern, the black protagonist of the game.

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.

Forspoken game image featuring title character Frey, a Black woman.

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.

Black female gamer wearing headphones gives a thumbs up while sitting in a chair in front of a computer screen.

          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.

Selfie of article author, Ashlee, a Black woman with glasses and silver earrings wearing a colorful blouse.

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

Emerald Peterson
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Three Little Ways New Pokémon Snap Captured My Heart

I didn’t know I could be so excited for New Pokémon Snap to come out until Becca posted about replaying the original Pokémon Snap from 22 years ago. Her post immediately transported me to my childhood TV room, trying to capture all 63 featured Pokémon on film. Would the New Pokémon Snap scratch the nostalgia itch and be worth the full price? Would I still get excited about taking pictures of Pokémon I didn’t know? I found out soon after I started playing—the answer is YES!

Here are three little ways New Pokémon Snap captured my heart, and one way it did not:

Kalyna Durbak
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GeekGirlCONLINE Week 4: Gaming

[Image Description: Two young girls having a ton of fun playing console video games.]

We’ve made it to our penultimate weekend of GeekGirlCONLINE, but we’re not slowing down yet. Our fourth weekend of GeekGirlCONLINE is all about GAMING, so tune in on the GeekGirlCONLINE Twitch channel for a ton of amazing panels, workshops, and livestreams sponsored by our awesome gamemaker friends at Valve!

Rebecca Anglesey
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Big Players in Game Creation Coming to GeekGirlCONLINE this Sunday

VALVE | #Valve @ValveSoftware

WEARING ALL THE HATS: Adventures in Gaming and Tech with the Women of Valve

Sunday, October 25 at 2:30 p.m. on Twitch

Join a panel of women from Valve sharing their experiences wearing all of the hats as they contribute to games, Steam, and VR, discussing topics ranging from mechanical keyboards, wildlife tracking, imposter syndrome, confidence, humility, design, and playtesting.

MINECRAFT

Behind the Blocks: The Women Making Minecraft w/ Helen Chiang

Sunday, October 25 at 5:30 p.m. on Twitch

Meet the women making Minecraft: Head of Studio Helen Chiang, Chief Storyteller Lydia Winters, Minecraft Creator GM Deanna Hearn, and Executive Producer Anita Sujarit as they discuss being a leader inside one of the most popular gaming franchises in the world, Minecrafting for good, career tips for industry pros and newcomers, and what excites them as they look to the future of gaming.

Teal Christensen
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Why Bunny Day is So Unpopular

by GeekGirlCon Tumblr Adminstrator Member Emily Hendrickson

I’m more neutral about Animal Crossing’s Bunny Day event than a lot of other people. And from a game perspective, I understand why Nintendo made the eggs so ubiquitous. This is a children’s game, and if you were a kid who actually wanted to find recipes for and make all the egg items, you’d want the materials readily available. Plus, learning some of the recipes is contingent on how many eggs you’ve found; so, it makes sense to make quickly finding a lot of eggs easier.

All that said, the event has some major issues, which have been meme’d nonstop pretty much since the event began. And since the Bunny Day event is overlapping with the Cherry Blossom event, I feel it’s apt to compare the two and to answer why one (Cherry Blossom) is so much more popular than the other (Bunny Day).

[Image Description: Screenshot of Animal Crossing gameplay.] Source: Emily

Teal Christensen
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Panel Preview: Calling All Gamers!

https://gph.is/g/E00vXqp
The player character from the upcoming Animal Crossing Horizons picks some red tulips and stuffs them in her pocket. Gif via Giphy.

You may have heard that our gaming floor is powering up for the 2019 convention (…and if not, take a look at all the new things you can expect!) From tabletop to console, we’ve got you covered—but there are even more opportunities to engage with what you love. From passionate industry veterans to adoring fans, GeekGirlCon is hosting a variety of gaming-centric panels and presentations this year. Whether you’re an aspiring dev looking for a little inspiration, interested in DMing, or curious to find your next favorite title, there’s bound to be something for everyone.

Here are a few panels that our gamers and geeks can look forward to at #GGC19:

Grab Your Tea and Slippers: Why Cozy Games are the Next Big Thing
The idea of playing wholesome games has become more prominent and normalized. From Animal Crossing to Calico, games are allowing players to take a break and enjoy a calmer side of life—while also providing more opportunities for inclusivity! Let’s get comfy and discuss why these cozy games are an upcoming force in the industry, our favorites, and why we shouldn’t hide the fact we want peaceful titles to enjoy!

Indigo Boock
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The Game Floor Powers Up at GeekGirlCon 2019

Yes, yes we do!
Description: A young man wearing a microphone headset and a sweatshirt featuring a cat asks “We’re gonnavdo some cool stuff. Want to be in?
Image courtesy of Giphy

For those of you who love to play all kinds of games when attending a Con, I have some great news for you! This year the game floor at GeekGirlCon will be expanding! We will be featuring both video games and tabletop games on the third floor of the convention center.

Rebecca Anglesey
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Embracing My Femininity as a Gamer with Love Nikki

I’ve been a pretty avid gamer for a long time—I mean, heck, writing for games is what I chose to do with my life. However, had you told me that I was going to advocate for a dress-up game a little over a year ago, I would have laughed. Hard. But, here we are.

This week is my one-year anniversary playing Love Nikki, a shamelessly feminine dress-up game. You may have seen some horribly inaccurate advertisements over the last year or so posing the game as a girly, quirky dating simulator, but, I swear, don’t let those sway you. The narrative is young, but has quite a bit of depth packed into an app—there’s character death! In a FASHION GAME! I dig it.

The primary mechanic and purpose of LN is to utilize your wardrobe to “battle” against other players and NPCs in styling contests. Each article of clothing or accessory has a specific attribute that gives you more points. Some of these attributes are as standard as preppy, rock, or bohemian, while other attributes are more unique, paying homage to various eras of Chinese clothing (a nod to the game’s origin). There are also Associations, which are much like guilds or clans in other popular MMOs. Association members work together to complete unique suits and other hands-on activities. Overall, it’s actually very engaging, and at minimum, it gives you a short checklist of things to do while drinking your morning coffee.

It’s a great deal of fun and pleasantly progressive—but that’s not all it fulfills for me. LN goes beyond just being a fun game.

I started playing LN back in April. This was a really hard period of time. I’d just started seeing the cracks in my relationship,  was coping with some frustrating career progression, and was about to step into a fit of depression that would carry me well into the fall. Late one night while I was fighting off a bout of insomnia, I was watching a video by Sharla in Japan that was sponsored by the developers and showcased the game. The art was cute, and I’m pretty easy to hook with a good aesthetic, but I was in a gnarly funk, and it seemed like it would be a far better distraction than just passively watching a random video online. So I downloaded it and gave the game a go.

Indigo Boock
“Rock On!”

Our Saturday Recap: Panels, Cosplay, and Merch! Oh My!

The first day of con has come and gone, and there are plenty of feels to go around.

Each year, my team covers various panels and events to write about for the GeekGirlCon blog—a truly daunting task, of course. This year we each wanted to write a short blurb about our experiences during the weekend of con to share with all of you: what panels we attended, our favorite exhibitors, and a little bit about what’s happening behind-the-scenes (you know, those important anecdotes about naps in the staff room and dad jokes that only we find funny).

#GGC18 may go down as one of our favorites yet, and we hope you’re having just as much fun as we are thus far!

 

From GeekGirlCon Manager of Editorial, Indigo Boock (me!)

Saturday morning started off with a pot of coffee delivered right to my hotel room door at 6:15 sharp. Oh, I could write ballads to that coffee, but no amount of caffeine would stand a chance to the hectic excitement that awaited me on the convention floor.

Appropriately, I started off my day at a panel that meant a lot to me and my relationship with gaming: 25 Years of Myst Fandom.

Back when I learned that Cyan would be joining us for GeekGirlCon 2018, I was floored. I immediately called my dad and geeked out over the news, and without a doubt I was primed and ready for the panel at 11:30 this morning. A conversation between Myst co-creator Rand Miller and super fans Melinda Rose and Eleri Hamilton, the panelists discussed the game and the truly unique community that has tirelessly slaved over its lore throughout the years. Though I have far less street cred than both Melinda and Eleri, Myst has a sneaky way of integrating itself into pivotal parts of my life, and that now includes my time working with GeekGirlCon.

During a little bit of down time, I finally had a chance to walk around the exhibitor hall—and I am genuinely shocked that my wallet is still in once piece (though it’s definitely not happy with me). I passed some familiar faces, added a few more t-shirts to my ever growing collection, and connected with an artist I hadn’t heard of before but whose work I instantly adored. Susana’s (@S2HEARTBunny) style meshed perfectly with my aesthetic: very pink and a little eerie.  She even told me about a smaller, local event that she’s organizing in the coming months, illustrafest!

The exhibitors truly outdid themselves this year. I’m proud that I displayed at least a little self control and didn’t just buy everything for myself.

This year I was also joined by my mom, who periodically reported which panels she was excited about and the new friends that she was making. She really reminded me why I love this community, and also made me question my own genetics and introverted tendencies when she walked by with her newfound con-posse. My mom, who I’ve written about on the blog before, is still a little newer to the geeky side of life and definitely fresh to the convention scene. Initially a display of support for my work with the organization, her own interests have taken off and she’s really learned to open up and savor the experience. A geek in training yet, she’s proud so say that she has learned a lot and excited to keep going.

The rest of my day was spent tucked away in various panels and stowed up writing in the staff room—definitely not gorging on donuts whilst whining about how sore my feet were thanks to my ill fated decision to wear high heeled boots. I fawned over the women of Dungeons & Dragons, who have been working on the franchise since I was in grade school, and the lovely team behind Magic: The Gathering Arena. I also stopped by the Women in Horror panel for a few good laughs (and some much needed profanity). All in all, it was an great day.

….and here’s to a second that’s just as amazing as the first!

Indigo Boock
“Rock On!”

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