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Empowered by the Experience: Playing as Female Characters in Video Games

Teresa Lynch, Annie Dooley and David M. Markowitz
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Teresa Lynch: School of Communication, The Ohio State University, USA
Annie Dooley: School of Communication, The Ohio State University, USA
David M. Markowitz: Department of Communication, Michigan State University, USA

Media and Communication, 2025, vol. 13

Abstract: 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.

Keywords: avatar; entertainment media; eudaimonia; gender; media psychology; video games (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:cog:meanco:v13:y:2025:a:8733

DOI: 10.17645/mac.8733

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