Answers are grounded in this paper and cite their sources.
Qualitative study examines players' reflections on queer narratives in Gone Home, suggesting a need for deeper exploration of video games and diverse identities.
While there has been an explosion of research around the psychological dynamics of video game play, comparatively little work has been to explore the many divergent approaches video games take to create identification and connection within it’s players, especially around LGBTQ+ represenation. In this qualitative study, we look at data collected from a short-answer survey, as well as from Steam reviews, to see how players discuss and reflect upon their experiences with Gone Home , one of first high-profile narrative video games that centered around a queer narrative. We tie our observations to the history of both gaming and identification research, and demonstrate the need for further inquiry into the ways that video games interact with the diverse identities represented and the diverse audience that engages with them.
No takes yet. Share an insight, caveat, or question.
Reed et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: