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America Ferrera: How Embracing Identity Drives Change in Entertainment

The Struggle for Representation Spans Film, TV, and Video Games

When America Ferrera took the stage at TED2018 to discuss representation and identity, her words resonated far beyond Hollywood. As the first Latina lead of a hit TV show, Ferrera symbolized the breakthrough of ethnic diversity in mainstream American entertainment. But while TV and film still struggle to showcase authentic and nuanced portrayals beyond stereotypes, the video game industry continues to severely lag in multi-dimensional inclusion.

As a passionate gamer as well as fan of shows like Ugly Betty, I closely followed Ferrera‘s experiences facing barriers due to her Latina identity. Her revelation that "my identity is a superpower, not an obstacle" paralleled my own hope that diverse backgrounds could be celebrated across all entertainment mediums – especially my favorite interactive adventures.

But just as Ferrera still hears that "someone like you” can’t lead films, I regularly encounter messaging that “someone like me” falls outside the gamer identity, typically assumed to be white, straight, and male. Even when Latina characters do appear in games, they often remain trapped within the same narrow casting as Hollywood, reproducing stereotypes rather than embracing the meaningful diversity of lived experiences.

By the Numbers: Representation Still Lacking for Latinx Audiences

After over a decade since Ugly Betty premiered, Latinx actors still only hold 4% of top film roles. But representation further dwindles specifically within video games. Per a 2019 study, only 3% of video game characters were Latina females, compared to 16% Latina male characters.

Behind the scenes, just 2% of video game developers identified as Latinx according to the 2020 IGDA Developer Satisfaction Survey. This lack of representation shapes the types of stories depicted and who feels welcomed into gaming spaces as players.

However, title performance reveals underserved demand. Top selling games with more diverse leads, like Life is Strange and Spider-Man: Miles Morales have cumulatively generated over $3 billion worldwide. As critics have noted, “There is a strong social and economic case for diversity in video games.”

Breaking Barriers as a Player and Developer

Ever since my tía gave me a Nintendo DS at age 10, video games became my escapism from the slurs and dismissal I faced as an immigrant daughter. I could be anyone, go anywhere. But I rarely felt represented, even in fantasy worlds filled with every mythical creature imaginable.

I still code switch into English accents to avoid strangers’ racist assumptions emerging once they hear my Latina voice in team chats. Messages flood forums decrying developers’ “forced diversity” whenever new Black, Indigenous, Latina or API characters emerge. The psychology term “Proteus effect” suggests that with inclusive avatars, marginalized gamers can feel psychologically empowered – an effect I long to experience.

As a Latina game developer, I still struggle to have my pitches for stories reflecting diverse communities taken seriously by studios quick to dismiss any perceived “niche appeal.” Gatekeepers maintain beliefs that games centering non-white male leads won‘t have wide appeal. But Ferrera‘s talk inspired me to push back, knowing diverse creators and audiences feel equally fed up with this status quo. We collectively yearn to embrace our identities rather than facing constraints.

Owning Our Identity to Transform Entertainment

America Ferrera‘s TEDTalk surfaced across my social media, resonating with creators from all backgrounds. Her experiences reflected the collective frustration around industries where executive boardrooms do not reflect audience diversity. Her words embodied the uprising of marginalized voices determining to walk through doors long closed but never locked.

As virtual worlds evolve to better reflect real world diversity rather than uphold status quos, more players may finally feel represented. Video games offer infinitely expanding universes – making unlikely heroes dignified with complexity like NeverAlone’s Iñupiat girl or Life Is Strange’s queer Arcadia Bay teens.

Ferrera concluded: “Our systems…have to stop resisting the reality we already live in.” As with film and TV, video game developers, executives, and fans alike must embrace that reality: diverse creators and audiences who all bring value; who all deserve belonging. We play games not in isolation but as part of shared communities allowing each of us to feel powerful.

Just as Ferrera dared to pursue acting when told “someone like you” couldn’t lead, increasing prioritization of inclusive gaming shows progress coming, however gradually. The numbers and the voices make business sense even if social justice doesn’t compel industries enough. As virtual and literal worlds realize they are far from the white straight male fantasy of the past, entertainment can transform from acts of defiance into celebration of identities, experiences and even play styles as varied as the gamers behind controllers. My own controller may soon feel less like a form of disguise and more like a supercharger of my power.