“…Drawing an audience more diverse than other leisure activities (Media Entertainment, 2015), discrimination based on sexual orientation, gender, race, ethnicity, ability, and age is high in digital game contexts (Williams et al, 2009;De Schutter and Vanden Abeele, 2010;Kafai et al, 2010;Burgess et al, 2011;Shaw and Friesem, 2016;Behm-Morawitz, 2017;Edström, 2018;Vella et al, 2020): 76% of women and non-binary digital game players experience sexism or genderism (McDaniel, 2016), rates of homophobia and transphobia vastly outweigh positive LGBTQ+ game content , 92% of gamers feel that online platforms make others more critical and negative (Citrona, 2014), and systematic misrepresentation of race and ethnicity spans character design and game content, with players describing racism, tokenism, minstrelsy, and absence as norms in gaming (Shaw, 2012;Dietrich, 2013;Behm-Morawitz, 2017;. Game producers and players alike continue to struggle against norms that pander to gaming's stereotypical audience as young, able-bodied, Anglo-white, heterosexual men (Shaw, 2012).…”