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In 2014 sociologist Ross Orlando analyzed race and gender representation in fifty popular video games, selecting the ten highest-rated games from the years between 2007 and 2012. Documenting the race and gender of sixty-one protagonists appearing in fifty games, Orlando found that 8 percent were women or girls, 3 percent were black, 3 percent had Asian heritage, 1 percent had Latino heritage, and no protagonists represented indigenous peoples.

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Video Games Are Useful Educational Tools

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Media Violence, edited by David M. Haugen and Susan Musser, Greenhaven Press, 2009. Opposing Viewpoints. Opposing Viewpoints in Context, http%3A%2F%2Flink.galegroup.com%2Fapps%2Fdoc%2FEJ3010153262%2FOVIC%3Fu%3Dpl2683%26sid%3DOVIC%26xid%3Df388e047. Accessed 27 Feb. 2019. Originally published as "Getting It Wrong: Slaying Myths about Video Games," Technology and Learning, 15 Sept. 2007.

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Blowing up the gradebook - using video games for learning: Chris Haskell at TEDxAmmon