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Dys4ia (pronounced dysphoria) is an abstract, autobiographical Adobe Flash video game that Anna Anthropy, then known as Auntie Pixelante, developed to recount her experiences of gender dysphoria and hormone replacement therapy. The game was originally published on Newgrounds but was later removed by Anthropy.
Pages in category "Video games with gender-selectable protagonists" The following 200 pages are in this category, out of approximately 706 total. This list may not reflect recent changes .
The Campaign mode offers four gender options for the player character: male, female, non-binary, and "classified." [7] Before the game's release, the non-binary option was absent from trailers and promotional screenshots, which was met with mixed reception. [8] [7] Cyberpunk 2077: V Transgender or non-binary (optional), Bisexual
Initially, the character refused to specify their gender because it amused them to do so. For twelve years, Marshmallow's gender non-disclosure served as a running gag, but in the episode "PRIDE (Marshmallow's TRUE gender!!!)", they come out of the closet and reveal that their gender is non-binary. [299] Sheriff Sam podcast: Welcome to Night Vale
Genderwrecked (styled as GENDERWRECKED) is a 2018 video game created by independent developers Heather Flowers and Gendervamp, the pseudonym of Ryan Rose Aceae. Described as a "post-apocalyptic genderpunk visual novel", [1] Genderwrecked is a work of interactive fiction in which the player is invited to explore themes and issues around gender through the comic representation of monsters.
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The player is freely able to change their gender and sex mid-game, which mostly only results in a few cosmetic changes in the dialogue. Violet serves as the game's narrator, but in fact the player character is only imagining how she would narrate. Upon gender-changing, Violet may react by saying, "I adore you either way." 2009: League of ...
Sexist video games often reinforce gender stereotypes by presenting gender-specific themes and activities. Games marketed exclusively to girls often involve fashion, make-up, caregiving, or relationship management, while games aimed at boys focus on action, sports, cars, and competition. This approach perpetuates the notion that certain ...