Posts with «media» label

The Borderlands movie trailer has all the nuance of a Borderlands game

There’s a Borderlands movie coming out, and now we have our very first teaser trailer. This footage gives us a glimpse of all of the major characters, most of which are sourced from the game, and the tone that director Eli Roth is going for.

There’s a definite Guardians of the Galaxy vibe running throughout. Maybe it’s the heavy use of an iconic Electric Light Orchestra song, or maybe it’s the ragtag group of adventurers or the mix of action and humor. In any event, director Eli Roth seems to be channeling his best James Gunn. All things considered, that seems to be the right tone for a Borderlands movie. Color us cautiously optimistic.

Now onto the cast and the characters that franchise fans know and love. Cate Blanchett plays the famously short-tempered Lilith and the actress certainly looks the part. Just look at that hair and outfit. The film follows Blanchett as she looks for a mysterious vault rumored to be stuffed to the brim with sweet, sweet loot. It’s just like the game!

Jamie Lee Curtis plays the scientist Dr. Tannis, an NPC in all three of the mainline Borderlands games. Comedian Kevin Hart portrays the mercenary Roland, a playable soldier in many of the games. Jack Black, following his turn as Bowser in the Super Mario Bros. Movie, plays the robot Claptrap. The well-meaning robot is considered a mascot for the franchise and often acts as comic relief. Black seems well-suited to the role. The cast is rounded out by Ariana Greenblatt as the demolitionist Tiny Tina, star of the spinoff game Tiny Tina’s Wonderlands, and Florian Munteanu as her enforcer Krieg.

Of course, it remains to be seen if Roth can pull off this kind of big-budget adventure spectacle. The director’s mostly known for horror films. One thing’s for certain, however, the trailer actually looks and feels like Borderlands. The big and bright color palette recalls the cel-shaded aesthetic from the games. The movie hits theaters on August 9.

This article originally appeared on Engadget at https://www.engadget.com/the-borderlands-movie-trailer-has-all-the-nuance-of-a-borderlands-game-181156113.html?src=rss

Mother 3 is coming to Switch Online in Japan, but not the US

During today's Nintendo Direct Partner Showcase, several Rare more titles were revealed for Switch Online. NES titles Snake Rattle 'n' Roll and R.C. Pro-Am are coming to the base tier today, along with SNES games Battletoads in Battlemaniacs and classic beat-'em-up Killer Instinct. Switch Online + Expansion Pack members will also get access to Nintendo 64 game Blast Corps.

However, there was a more interesting Switch Online announcement for those in Japan: Mother 3. The game debuted on the Game Boy Advance in 2006 at the end of that console's lifespan and as Nintendo was turning its attention to the DS. The company never released the sequel to Mother (aka EarthBound Beginnings) and Mother 2 (EarthBound) outside of Japan, despite Western fans of the series long yearning to play it. 

Mother 3 is coming to Nintendo Switch Online in Japan.

Not mentioned in US Partner Direct. pic.twitter.com/VDfvd2hnje

— Geoff Keighley (@geoffkeighley) February 21, 2024

Some have taken to translating the game themselves, and one even offered their files to Nintendo in the hopes that the company would release an officially localized version for English-speaking audiences. With that in mind, choosing to limit Mother 3 to Switch Online in Japan may feel like a kick in the teeth for many of those who've been waiting nearly 20 years for Nintendo to bring the game to North America (it added the previous games in the series to Switch Online in the US in 2022).

Non-Japanese speaking fans will need to stick to unofficial translations for now, but they'd be forgiven for holding onto a glimmer of hope for a proper English localization. It's evident that Nintendo has remembered the acclaimed RPG exists and, given that it took the company 26 years to bring EarthBound Beginnings to North America, all is perhaps not yet lost.

This article originally appeared on Engadget at https://www.engadget.com/mother-3-is-coming-to-switch-online-in-japan-but-not-the-us-150822035.html?src=rss

Former Xbox exclusive Pentiment is coming to Switch on February 22

Thanks to today's Nintendo Direct focused on third-party games, we now know the identity of two of the four Xbox titles that Microsoft pledged to release on "the other consoles." One of them is Pentiment, which is coming to Nintendo Switch on February 22 (i.e. tomorrow). The other is multiplayer title Grounded, which will arrive on Switch on April 16.

Pentiment debuted on Xbox, PC and Xbox Cloud Gaming in late 2022, and it was well received by critics. The RPG has an eye-catching historical art style that fits the story a small team at Obsidian wanted to tell. Still, it's a bit of a niche game and one that game director Josh Sawyer admits would never have been possible without Game Pass.

"The old mentality of publishers and developers is generally focused on larger investments with higher [return on investment], and that's not the point in this environment, in this ecosystem," Sawyer told Waypoint Radio, as noted by Eurogamer. "[Game Pass] is the only way in which I conceive of [Pentiment] being viable."

That makes it particularly intriguing that Xbox picked Pentiment as one of the four games it's bringing to other consoles (it's worth noting that the number of Game Pass subscribers hasn't actually grown much over the last couple of years). Microsoft Gaming CEO Phil Spencer said earlier this month the titles in question had all been on Xbox and PC for at least a year and that they had reached their "full potential" on those platforms. 

Two of the games are community-driven (i.e. multiplayer titles), and Grounded is clearly one of those. The Honey, I Shrunk The Kids-inspired survival game has been around for a few years. It debuted in early access in July 2020 before its full release in September 2022.

The other two games crossing the great divide are "smaller games that were never really meant to be built as kind of platform exclusives and all the fanfare that goes around that, but games that our teams really wanted to go build," Spencer said. Pentiment more or less falls into that category and had been rumored as one of the games to hit Switch and/or PlayStation. The other two Xbox games expected to come to other consoles are Hi-Fi Rush and Sea of Thieves.

This article originally appeared on Engadget at https://www.engadget.com/former-xbox-exclusive-pentiment-is-coming-to-switch-on-february-22-143345195.html?src=rss

Apple Music debuts a monthly version of its annual Replay feature

Apple Music is building on its annual Replay feature by offering a monthly version. The annual Replay playlist will still be available, but the monthly option should offer a more granular look at your listening history.

Simply visit replay.music.apple.com and sign in with the same Apple ID you use for Apple Music. You'll be able to view your top songs, albums and artists, as well as your personal milestones for each month. Apple will archive these stats as well, so you can revisit them later.

I don't exactly need Apple to tell me that I spent much of the last few weeks listening to Deacon Blue, Charlotte Cardin and Gang of Youths' blistering cover of LCD Soundsystem's "All My Friends" on repeat. Still, being able to revisit my February 2024 replay years from now should provide a nice little reminder as to what I was absorbing in this period of my life.

This article originally appeared on Engadget at https://www.engadget.com/apple-music-debuts-a-monthly-version-of-its-annual-replay-feature-140042667.html?src=rss

Alan Wake 2 is Remedy's fastest-selling game ever

If you've enjoyed playing Alan Wake 2 over the last few months, you're far from alone. Remedy Entertainment announced that Alan Wake 2 had sold 1.3 million units since its October 2023 release — making it the developer's fastest-selling game. Alan Wake 2 sold three times as many digital copies over its first two months as fellow Remedy game Control did during its first four months. 

The high sales have been a big coup for Remedy's continued expansion. "The successful launch of Alan Wake 2 has supported our other game projects: Condor, Control 2 and Max Payne 1 and 2 remake have all increased development pace thanks to the personnel released from Alan Wake 2, and we expect these projects to reach their next development stages during the first half of 2024," Remedy CEO Tero Virtala stated. 

For anyone who hasn’t played it yet, Alan Wake 2 follows 2010 original Alan Wake and delves deeper into Remedy’s Connected Universe. Players encounter monsters, ghosts, demonic possession, shifting realities, rock operas and paranormal murder. The story will continue with Remedy adding two paid DLCs to Alan Wake 2 in the near future.

Control 2 will likely extend that further, giving Remedy fans a whole lot of paranormal, inter-connected content to enjoy in the coming months and years.

This article originally appeared on Engadget at https://www.engadget.com/alan-wake-2-is-remedys-fastest-selling-game-ever-105034266.html?src=rss

Marvel’s X-Men ‘97 will pick up from where the 90s animated series left off

Disney+ has released the first trailer for its upcoming animated series X-Men '97, and it feels like a blast from the past for fans of the animated series that aired in the 90s. Its story picks up from where the old series left off, with the trailer showing how the team makes an effort to work together after the death of Professor X who was seriously injured by the end of the Saturday morning cartoon. That means viewers can expect the same roster of mutants from the original show, including Cyclops as team leader, Wolverine, Jean Grey, Beast, Storm, Rogue, Gambit, Jubilee and Bishop. By the end of trailer, we also get a glimpse of Magneto, who apparently inherited everything Professor X had left behind. 

X-Men: The Animated Series was arguably the best adaptation of the comic books. The new show has a similar look and feel to it, but its animation quality thankfully looks a lot better. It features voice actors already known for the role, including Alison Sealy-Smith as Storm and Cal Dodd as Wolverine, but it also features new ones like Ray Chase as Cyclops. According to Entertainment Weekly, Divergent star Theo James is also part of the cast, but showrunner Beau DeMayo refused to reveal who he's voicing other than saying that it's a "fan-favorite character." Marvel Animation's X-Men '97 starts streaming on Disney+ on March 20 and will have 10 episodes in all. The streaming service has yet to reveal its release schedule, but it typically adds an episode a week for its shows — whether it'll also release an episode every Saturday morning remains to be seen. 

This article originally appeared on Engadget at https://www.engadget.com/marvels-x-men-97-will-pick-up-from-where-the-90s-animated-series-left-off-082615903.html?src=rss

YouTube Shorts now lets you chop up and remix music videos

YouTube just released a new feature that lets users remix music videos and turn them into Shorts. This allows you to adjust various parameters from a full-length music video to create something wholly unique. Does this sound like TikTok? It definitely sounds like TikTok.

Here’s how it works. Just tap “remix” on a music video. You’ll be presented with four options: Sound, Green Screen, Cut and Collab. You can only pick one, so choose wisely. The Sound tool does what you think. It strips the audio and lets you use it in your own YouTube Short. This is the kind of thing that’s hugely popular on TikTok, with many users lip-syncing to various audio clips. This Sound tool is available to any music video and most songs that were automatically uploaded to the platform.  

Green Screen takes things a step further. It turns the video into a background, which you can then dance in front of or whatever. The Cut tool just clips out a five second portion of the video that you can add to any Short. Finally, Collab creates a side-by-side video that places your Short next to the original content. YouTube says this is the perfect option when “you and your friends” want to show off choreography alongside the original artist.

The feature’s already available on the mobile app, though it may not have rolled out to every user yet. If you want to check, just open the app, click on a music video and look for that “remix” option. It’s worth noting that many of these features were already available to Shorts creators, but not in one handy tab.

YouTube/Lawrence Bonk

YouTube Shorts was already a TikTok-alike when it released back in 2021, but these features make it even more, uh, TikTok-ier. With that in mind, YouTube picked the perfect time to officially launch the toolset. Universal Music has pulled its roster from TikTok after a breakdown in financial negotiations. UMG artists include Taylor Swift, Drake, Billie Eilish and many more. 

This has forced TikTok creators to swap out music tracks, as anything sourced from Universal is automatically muted. The record label has accused TikTok of wanting to pay a “fraction” of rates offered by other social media sites. YouTube’s Remix tool has access to Universal’s entire roster.

This article originally appeared on Engadget at https://www.engadget.com/youtube-shorts-now-lets-you-chop-up-and-remix-music-videos-180655627.html?src=rss

Meta will make advertisers cover Apple's 30 percent fee on boosted Facebook and Instagram posts

Meta says it will start making businesses and influencers cover the cost of a 30 percent fee Apple is charging when they pay to promote their posts on the Facebook and Instagram iOS apps. In 2022, Apple updated its App Store policy to apply the 30 percent cut it takes from digital purchases to boosted posts, claiming that they were effectively in-app purchases. Meta is now passing that additional cost along to advertisers.

Starting later this month in the US and in other markets later this year, Apple will take over billing of boosted posts through the apps. When the 30 percent fee becomes applicable, it will be more expensive for advertisers to pay for boosted posts on the Instagram and Facebook iOS apps. They can get around Apple's fee by going through the mobile web or desktop instead.

Meta says its hands are tied, since it either has to play by Apple's rules or remove the boosted post feature from its iOS apps. "We do not want to remove the ability to boost posts, as this would hurt small businesses by making the feature less discoverable and potentially deprive them of a valuable way to promote their business," the company wrote in a blog post.

Those who don’t mind paying extra to promote posts via the iOS apps will need to go through a different payment process too. They’ll have to add prepaid funds to their account and pay for boosted posts in advance of publishing them instead of after the ads run. 

If advertisers add prepaid funds through the Facebook or Instagram iOS apps, they'll be subject to Apple's 30 percent service fee. Alternatively, they can add funds to their Meta account on desktop or the mobile web. That way, Meta says, they can use the funds to boost posts "from any tool, including from the Instagram or Facebook iOS apps, without incurring fees."

This article originally appeared on Engadget at https://www.engadget.com/meta-will-make-advertisers-cover-apples-30-percent-fee-on-boosted-facebook-and-instagram-posts-160823453.html?src=rss

GLAAD says games are failing LGBTQ players | This week's gaming news

There aren't enough games with queer characters and themes — and GLAAD, the world's largest LGBTQ media advocacy group, has the statistics to prove it. GLAAD's first annual report on the video game industry found that nearly 20 percent of all players in the United States identify as LGBTQ, yet just 2 percent of games contain characters and storylines relevant to this community. The report highlights three critical truths: Representation matters a lot to LGBTQ players, the remaining gaming audience largely welcomes these themes, and new generations of gamers are only becoming more open to queer content.

GLAAD has the numbers, so let's take a deeper look alongside a few bits of gaming news from the past week:

This week's stories

Xbox rumor mill

Xbox is preparing to address a bunch of rumors on Thursday about the company’s plans to bring its exclusive games to PlayStation, Switch and other platforms. The rumors have centered on major releases like Indiana Jones and the Great Circle and Starfield, but according to The Verge’s Tom Warren, the first titles scheduled to make the leap are Hi-Fi Rush and Pentiment. Nothing has been confirmed yet, but Xbox’s top gaming executives, Phil Spencer, Sarah Bond and Matt Booty, will chat about all of it on the next installment of the Official Xbox Podcast, which drops at 3PM ET on Thursday.

Ubisoft pledges to be good again

Ubisoft CEO Yves Guillemot said on an investor call last week that the studio is officially going to make good games again. Talking about the company’s positive third quarter, Guillemot said it “marks the beginning of our turnaround to consistently creating and delivering high-quality, long-lasting games,” which sounds like a tacit admission that Ubisoft hasn’t been producing great games recently. This is something I’ve talked about a lot — it feels like the studio has been coasting on NFTs and free-to-play mobile titles since a period of financial turmoil in 2015, and I’m actually excited to see a return to its weird, more focused roots. Assassin’s Creed Mirage and Prince of Persia: The Lost Crown were great first steps. Ubisoft plans to reveal more details about Star Wars Outlaws, the new Assassin’s Creed set in Japan and its mobile lineup in May.

Gaming has never been gayer

“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.” That’s one of the breakout lines from GLAAD’s first annual gaming report, which analyzes the state of the video game industry from the perspective of lesbian, gay, bisexual and transgender players in the United States.

In its survey, GLAAD — the world’s largest LGBTQ media advocacy group — found that 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Gen Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of media.

GLAAD ran the numbers itself: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with these themes, and the Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. All told, queer games composed roughly 2 percent of the stores’ libraries.

In contrast, GLAAD found that almost one in three films from the top distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars in 10 percent of primetime scripted broadcast shows in 2022 and 2023. GLAAD Associate Director of Gaming Blair Durkee said that, with queer representation at just 2 percent, gaming remains woefully behind other entertainment industries.

The report also tried to identify why this gap exists. It suggested some developers simply don’t think about including LGBTQ people, or they worry about pushing away a core audience that they assume is hostile toward LGBTQ content. However, the report says, “This imagined core audience is a myth,” considering LGBTQ people compose nearly 20 percent of the market on their own. Critically, GLAAD found that more than 60 percent of non-LGBTQ players weren’t bothered by queer protagonists in their games, and 70 percent said they were fine with titles that presented the option to play as an LGBTQ character.

So this type of representation doesn’t bother most straight, cisgender people, but it means a lot to LGBTQ players. 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. More than 40 percent of queer players said video games helped them cope with a lack of acceptance in the real world. These issues are more prominent than ever amid an avalanche of anti-LGBTQ legislation: Already in the first few weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youth.

While GLAAD found that 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.

The real key is that more gamers identify as LGBTQ than ever before, and resistance toward these themes is waning with each new generation of players. I’m part of the LGBTQ community, and I can say that overall, the GLAAD report rings true. It feels like the industry is saturated with games that weren’t made for me, and there’s an immense joy that comes with discovering a new title that speaks to my own life or lets me play in a world that doesn’t involve traditionally straight-male power fantasies. Queer people have fantasies, too, and the GLAAD report highlights how forgotten these stories have been in games. It’s not a matter of LGBTQ people asking for all games to be gay — we just want proportional access to fantasy and escape. Personally, I’d love to see more LGBTQ people in positions of authority in video games, a recommendation that GLAAD makes in its report as well.

And really quickly because I can already hear the keyboards melting: Woke ideas will not destroy the gaming industry, but stagnation will, and as the GLAAD report points out, we’re much closer to that reality than anything else.

Bonus content

Now playing

Children of the Sun is a dark and trippy puzzle game that makes shooting a mechanic of elegance. Players find an angle, set up the shot and then control the path of a single bullet as it takes out every enemy on-screen. This is my kind of shooter. Children of the Sun is available on Steam as a demo only for now, and it comes from solo developer René Rother, published by Devolver Digital.

This article originally appeared on Engadget at https://www.engadget.com/glaad-says-games-are-failing-lgbtq-players--this-weeks-gaming-news-173003080.html?src=rss

GLAAD's first annual gaming report is here to tell us how gay games are

“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.”

This sentiment has felt true for years, and now the statistics in GLAAD’s first annual gaming report prove it. The media watchdog and LGBTQ advocacy group today published GLAAD Gaming: The State of LGBTQ Inclusion in Video Games, offering a comprehensive breakdown of the industry from the perspective of queer players and developers.

According to GLAAD, 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Generation Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of entertainment media. GLAAD found that 28.5 percent of films from the top 10 distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars at a rate of 10.6 percent on primetime scripted broadcast shows in 2022 and 2023.

For the gaming stats, GLAAD ran the numbers: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with LGBTQ themes, and Nintendo’s Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. Together, these games composed less than 2 percent of the Xbox, Playstation and Switch digital libraries, and they made up just 1.7 percent of Steam’s offerings (without the adult-only content). For context, it’s estimated that about 1 percent of all games released in the 2010s included LGBTQ themes.

“Despite the significant progress we’ve seen, gaming remains woefully behind other forms of entertainment media when it comes to representation,” GLAAD Associate Director of Gaming Blair Durkee said.

GLAAD’s report identified the following reasons behind the lack of LGBTQ representation in video games:

“Some reasons for exclusion are passive. Often, game companies have not considered that they should represent LGBTQ people, nor do they see us as a major part of the core gaming audience. Some reasons for exclusion are active. Companies worry about pushing away a core audience that they assume are resistant or hostile to LGBTQ content. This imagined core audience, however, is a myth, and it is one of the reasons it was paramount for GLAAD to create this gaming report. LGBTQ gamers are a significant part of the existing active gamer market and, by and large, non-LGBTQ gamers are not nearly as resistant to this content as many assume.”

More than 60 percent of non-LGBTQ respondents said they weren’t bothered by LGBTQ protagonists and NPCs in their games, and 70 percent said they were fine with titles that presented the option to customize a bisexual, gay or lesbian character. Resistance toward these themes is waning with each new generation of players, GLAAD found.

One of the report’s key takeaways is the idea that developers seem to be building games for an outdated stereotype, rather than the reality of the market. Straight, white, cisgender men definitely play video games, but the actual gaming audience is much more diverse and it’s only become more variable.

“The lack of LGBTQ representation in video games is often explained by the assumption that the stereotypical core video game consumer is a white, heterosexual, cisgender man between the ages 18 and 34,” GLAAD said. “However, our data shows that 17 percent of active gamers are LGBTQ, a 70 percent increase from the 10 percent counted in Neilsen’s 2020 report.”

This figure is even higher for younger players, the next generation of gamers. Roughly 25 percent of players under the age of 35 identify as LGBTQ, a higher concentration than reported in the human population as a whole. This trend drives home another conclusion of GLAAD’s gaming report — the idea that LGBTQ players are drawn to games in particular because they offer an immersive outlet for expression, experimentation and escape.

“The interactive nature of games, the opportunity to build community in gaming, and the long history of LGBTQ game industry professionals makes this medium a uniquely powerful tool for LGBTQ people to safely discover, connect, and express themselves,” GLAAD president and CEO Sarah Kate Ellis said. “Particularly for LGBTQ gamers, gaming can not only be an escape and source of entertainment, but also an important outlet of self-expression.”

In the GLAAD survey, 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. Notably, GLAAD found that gamers of color are less resistant to titles with queer content than white players.

More than 40 percent of LGBTQ players said video games helped them cope with a lack of acceptance in the real world. At the same time, 51 percent of LGBTQ players said they wanted video games to do more in terms of inclusion, and 74 percent wished for more opportunities to explore and express their true selves in games.

“Games are a medium in which players can be anything, but the game industry has continued to rely on very narrow representational options,” GLAAD said.

Transgender content faced the most resistance among all respondents. Concerning LGBTQ players, 63 percent said they were more likely to buy a game that supports a bisexual, gay or lesbian protagonist, while 46 percent said the same about a transgender main character. However, 94 percent of LGBTQ respondents said they were just as likely or more likely to purchase a game that includes the option to embody a transgender protagonist. Among non-LGBTQ gamers, 80 percent responded the same way.

The importance of representation in video games has only grown amid an avalanche of anti-LGBTQ violence and legislation in the United States. In the first weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youths. This is already a dramatic spike from 2022 and 2021, both record-setting years in terms of anti-LGBTQ legislation.

Queer players are more likely than their counterparts to use gaming as an escape, according to GLAAD, and this is even more true for people living in states that have proposed or passed anti-LGBTQ legislation. While 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.

“For these LGBTQ gamers, gaming is necessary to cope with real-world discrimination and targeting,” GLAAD said in its report. “Game developers need to understand the role gaming plays for LGBTQ gamers in the United States and especially LGBTQ gamers in states where they are disproportionately targeted and attacked.”

Researchers offered the following recommendations for increasing LGBTQ representation in games:

  • 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 game industry should take responsibility for making their communities more inclusive.

  • The game industry should consult LGBTQ media content experts.

  • LGBTQ game industry workers should be hired in positions of authority.

Amid all of the percentages, GLAAD identified a clear pattern in its first gaming report: Representation matters a lot to most LGBTQ players, and the majority of the remaining audience isn't too bothered by queer content. Sometimes, it's even preferred.

“We are nearly invisible in game representations, despite being a significant percentage of gamers,” Ellis, GLAAD’s president, said.

The report’s survey data was collected in collaboration with Nielsen Games and includes responses from 1,452 active PC and console players in the US, with a boost sample of LGBTQ gamers to ensure accuracy for the community-specific questions. The survey was distributed between June and August 2023.

This article originally appeared on Engadget at https://www.engadget.com/glaads-first-annual-gaming-report-is-here-to-tell-us-how-gay-games-are-140021089.html?src=rss