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June 3, 20260 citationsOpen Access

Gender Representation of Psychosocial Factors in Role-Playing Video Game Dialogue

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WYWeiwu Yan

Key Points

  • This research aims to analyze gender representation in dialogue through linguistic and emotional lenses in role-playing video games.
  • Analyzed game dialogue corpus using a lexicon-based dictionary and a transformer-based emotion classification model.
  • Conducted basic linguistic analysis to compare player and non-player character dialogue.
  • Performed principal component analysis to identify affective patterns related to gender articulation.
  • Female characters used more language tied to social connection and cognitive reflection; male characters used more swear words.
  • Female non-player characters expressed a wider array of emotions, while male characters were more associated with anger.
  • Neutral characters closely resembled male character profiles, reinforcing the idea of masculine defaults.

Abstract

This study investigates gender differences in the linguistic construction of character dialogue within role-playing video games, focusing on psychosocial factors. A corpus of game dialogue was analyzed using both a lexicon-based dictionary and a transformer-based emotion classification model. Basic linguistic analysis revealed that player characters spoke significantly more lines, sentences, and words than non-player characters but used simpler sentence structures. However, no significant gender differences were observed in these linguistic metrics. Word frequency analysis showed that female characters used significantly more language associated with cognitive reflection and social connection, whereas male characters exhibited higher rates of swear word usage. Emotion classification revealed that female non-player characters expressed a broader range of emotions, including more disgust, sadness, surprise, joy, and fear, while male characters showed a stronger association with anger. Principal component analysis identified an affective positivity–negativity axis that significantly predicted gender, with male characters clustering toward greater negativity. Analysis of neutral characters indicated that their psychosocial profiles most closely resembled male characters, supporting the notion of masculine defaults. These findings highlight how gendered psychosocial patterns are embedded in video game dialogue and reveal both persistent stereotypes and emerging shifts toward more balanced gender representation in interactive narratives.

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Cite This Study

Weiwu Yan (2025) studied this question.

synapsesocial.com/papers/6a1fc7dcdee9eb8c0dce8641https://doi.org/10.6082/bg5hc-gq754
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