Diversity in the Game

This Art-Based Research (ABR) project was developed as part of my dissertation while I was an MA student in the Cultural and Creative Industries program at King’s College London (2022-23). The project combines socially engaged photography and creative non-fiction (CNF) to promote inclusivity, challenge misconceptions, and advocate for a more diverse and representative gaming community. To read the full accompanying critical commentary (covering methodology, literature review, etc.), click here. The project was also presented at the Consumer Culture Theory Conference (CCT) 2024 and won the People’s Choice Award for the Art & Photography track at the University of San Diego - Knauss School of Business: a truly humbling experience to have my submission recognised.

About the Project

The gaming world has long been dominated by an entrenched image of the stereotypical hardcore gamer—a white, heterosexual, able-bodied, cisgender male (Malkowski & Russworm, 2017; Chess et al.,2016). However, this narrow representation has resulted in the marginalisation of individuals who don't conform to this archetype, including women, people of colour, or members of the LGBTQIA+ community  (Shaw, 2015). A cornerstone of this project is the application of intersectionality—an analytical framework coined by Kimberlé Crenshaw. Intersectionality acknowledges that multiple forms of oppression, such as racism, misogyny, and homophobia, intersect and give rise to unique experiences of marginalisation. This lens allows us to explore the intricate interplay of identities and the complex challenges faced by underrepresented gamers (Crenshaw, 1991). Through dialogue and photography, we aim to catalyse change, combat misconceptions, and advocate for a more inclusive gaming community. By presenting an authentic portrayal of diverse gamers, we invite you to join us on this journey toward fostering a gaming world that truly represents and celebrates everyone.

References:

  • Chess, S., Evans, N. J., & Baines, J. J. D., 2016. What does a gamer look like? Video games, advertising, and Diversity. Television & New Media, 18(1), 37–57. https://doi.org/10.1177/1527476416643765 [Accessed 21 August  2023]

  • Crenshaw, K., 1991. Mapping the margins: Intersectionality, identity politics, and violence against women of color. Stanford Law Review, 43(6), 1241. https://doi.org/10.2307/1229039 [Accessed 21 August 2023]

  • Malkowski, J., & Russworm, T. A. M., 2017. Gaming representation: Race, gender, and sexuality in video games. Indiana University Press.

  • Shaw, A., 2015. Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.

Meet the Team


  • Researcher

    Given that advocating for equitable representation in the creative industries is where my heart lies, this research project, a pivotal part of my Master’s thesis, helped me explore the vital role of games in our lives. This endeavour was not just academic but personal, as it allowed me to question my own preconceptions and biases while providing a welcoming platform for others to do the same. The role of games in my life? During my formative years, I was only allowed to play educational titles like the DK History Explorer and the Reader’s Rabbit series. However, my fascination led me into the space of online flash games, and I remember spending hours playing makeup, dress-up, and cooking games. I also loved the Detective Barbie Series. One game that left an indelible mark on me was Age of Mythology; its extended edition campaign remains a cherished memory that I revisit time and again. Presently, I'm enjoying the pastoral charm of Stardew Valley. Gaming has always captivated me, yet I would never dare to label myself a gamer in my wildest imaginings. Society's ingrained belief that gaming was a space reserved for boys, often tied to hardcore shooter games, has led me to internalise this misconception. However, the essence of this project lies in dismantling these self-imposed limitations. It's not only an effort to confront my own preconceived notions but also a meaningful initiative aimed at carving out a safe haven for others to embrace their gaming passions without constraints.

  • Photographer

    A professional freelance fashion and product photographer since 2018, Soumyajyoti’s work has been published in magazines such as Mob Journal, Vigour, Elegant, Horizont, and Gezno. He has worked with clients including Tarun Tahiliani, Urvashi Kaur, The Vasa, Radha Sharma, and Rangsutra. Having grown up in six countries, his perspective is richly influenced by diverse cultures and experiences. However, his love for photography can only be surpassed by one thing —video games. This passion for the medium is beautifully woven into the fabric of this project, as one of the five stories.