GLAAD ‘The State of LGTBQ Inclusion in Video Games’ Report

the image shows comparision stats between lgbt gamers and non-lgbt gamers. The stat is provided by Glaad Gaming

LGBTQ gamers spend more time playing across all platforms.

GLAAD have recently released their first ‘The State of LGTBQ Inclusion in Video Games’ Report and it makes for interesting reading on the position of the industry. While this research was based on the self-reported responses of 1,452 gamers in the United States, many of the findings align with similar research in other locations, especially here in the UK. 

The Good…

A key highlight making the headlines is that 17%, or nearly one in five, gamers identifies as LGBTQ, an increase from 10% in Nielsen’s Games360 study in 2020. We see a very similar picture when we look at who is currently working in the Games industry here in the UK, with the UKIE 2022 Industry census showing that 24% of respondents identify as other than heterosexual (up from 21% in 2020). In both studies, the percentage of those who identify as LGBTQ is even higher among younger age groups meaning this is a trend that we are likely to see increasing over the coming years.

In addition to the identities of the games themselves, the research also asked how these players thought about the inclusion of LGBTQ main characters and optional or secondary LGBTQ representation, such as character customisation. Crucially, while the report notes that gaming companies are likely to have avoided centering LGBTQ characters on the assumption that the majority of their audience would not be interested or actively avoid games with such representation, the findings are quite the opposite: The research found that over 60% of non-LGBTQ gamers say that it would not make a difference to their decision to buy or play a game, but notably, LGBTQ gamers are 4–5 times more likely to buy or play a game because it allows them to play as an LGBTQ main character. If a game had the option for the player character to be gay, lesbian, or bisexual, 70% of non-LGBTQ gamers say that would make no difference in their decision to buy the game. Furthermore, 66% of LGBTQ gamers say gaming allows them to express themselves in a way they don’t feel comfortable doing in the real world. 

…and the not so good

Despite more people both making and playing games identifying as LGBTQ+, the research also found that overall less than 2% of available games were tagged as LGBT across the various PC and console platforms (mobile gaming was not included in the study). This means that gaming is significantly behind other forms of entertainment media when it comes to LGBTQ+  representation.  Nearly double the percentage of LGBTQ gamers (29%) think the game industry does not think about people like them, compared to non-LGBTQ gamers (15%) and almost half of LGBTQ gamers feel more represented by indie games than mainstream ones produced by large companies. 

And in addition to not seeing themselves represented in the games’ characters and storylines, LGBTQ+ gamers also feel less welcome in the broader gaming community, with 52% of LGBTQ gamers report experiencing harassment while playing online, compared to 38% of non-LGBTQ gamers. In many cases, this means avoiding using features such as voice chat, or quitting games due to harassment received. It is clear then that as an industry, we need to ensure that we are protecting our players so that all gamers have space to play.

So what next?

Given the results of this research, there are clearly plenty of opportunities for the industry to increase its representation of LGBTQ+ identities within the games that we are creating.  

The key recommendations highlighted by GLAAD are;

  • The percentage of games with LGBTQ representation should be proportional to the share of gamers who are LGBTQ

  • Game developers should strive for representation that promotes inclusivity and acceptance

  • The games industry should take responsibility for making their communities more inclusive

  • The games industry should consult LGBTQ media content experts

  • LGBTQ games industry workers should be hired in positions of authority

A final callout from the research is that LGBTQ gamers are also more interested than others in the internal dynamics of studios, with over half of the respondents more likely to buy or play a game if they learn that the game is developed by a studio with a significant proportion of LGBTQ workers.  Here at Out Making Games, we want to address and overcome the barriers that exist for LGBTQ+ professionals in the industry, both by transforming policies and institutions, and by changing hearts and minds through education. We believe that a united community is an empowered one, and GLAAD’s most recent survey only strengthens that belief.

If you have time, the full report is certainly worth a read and for more information, follow any of the links below, or get in touch with us at leadership@outmaking.games

Jasmin Fox - Out Making Games

https://www.outmaking.games/

Resources

2024 GLAAD Gaming Report: The State of LGBTQ Inclusion in Video Games | GLAAD

Guardian Article on LGBTQ+ representation in video games lags behind film and TV, report finds

UKIE Game Industry Census 2022

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