Lifestyle
A growing number of gamers are LGBTQ+, so why is representation still lacking?
Two of the main characters from the 2015 game Life is Strange, Max Caulfield and Chloe Price.
Dontnod Entertainment
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Dontnod Entertainment
Two of the main characters from the 2015 game Life is Strange, Max Caulfield and Chloe Price.
Dontnod Entertainment
Close to 1 in 5 American gamers identify as LGBTQ+, according to new research from GLAAD. But LGBTQ+ gamers often face harassment in gaming communities and games with voice chats that anybody can join — common in multiplayer, team-based games.
The research indicates that 52% of LGBTQ+ gamers faced harassment while playing online, and 42% have avoided a game due to anticipated harassment.
“It’s difficult when you’re trans to hop on voice chat with random people because you open yourself up to criticism or potential harassment,” said Veronica Ripley, also known as Nikatine, a full-time Twitch streamer and founder of the Discord community Transmission Gaming for trans gamers.
Selfie of Twitch streamer Veronica Ripley, aka Nikatine, taken in front of her green screen.
Veronica Ripley
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Veronica Ripley
Selfie of Twitch streamer Veronica Ripley, aka Nikatine, taken in front of her green screen.
Veronica Ripley
Ripley says that when she goes live, she opens herself up to criticism or harassment for being trans. Her moderators now swiftly remove hate comments and ban offenders almost daily. She says things have improved over time, but one incident from when she first started streaming in 2016 stands out.
“One day somebody showed up with like a thousand people, like a hate raid, all saying the worst possible things they could think of,” Ripley told NPR’s Morning Edition.
So she started to make fun of them a little bit, and some of those people stuck around and became viewers.
“The point of streaming at all is to show the world that there’s more to trans people than just our identity. We’re people… and I think a lot of people can lose sight of that,” she said.
Despite these challenges, video games are important to her partly because they were critical to her understanding of gender. As a kid, she gravitated towards games where she didn’t have to play as “the same gritty dude protagonist” typical of video games.
“The Sims was a big one when I was a kid. It’s still a big game for queer people to this day. You can make an avatar and explore what it’s like to try on a different gender for a little while. Games that allow people to do that are some of the best games for queer folks,” Ripley said.
The Sims official YouTube channel
YouTube
“A lot of folks in our community use video gaming to see that representation and want to see themselves in characters,” said Ray Lancione, president of Qweerty Gamers, streamer, and former video game community manager. “Our community [uses] it to find each other … finding people that are like-minded or similar sexualities, genders.”
American gamers are actually diverse
There has been an idea for decades in the video game industry that gamers are made up of a core group of teenage, white, heterosexual boys. But that hasn’t been true for a long time.
In 2022, research from The Entertainment Software Association indicated that 48% of American gamers were female and 52% were male. The same report noted that 71% of American gamers were white, while 29% were people of color.
Until recently, there was little data tracking how many gamers identify as LGBTQ+. In 2020, Nielsen released a report indicating that 10% of gamers identified as such. Adrienne Shaw, a seasoned video game researcher and associate professor in media studies and production at Temple University, said there weren’t good data points beyond that. And that there’s not much data to break down what the LGBTQ+ audience looks like and what kind of games they’re playing.
Shaw collaborated on a study with GLAAD, assisted by Nielsen, surveying over 1500 American gamers. The findings revealed that 17% of individuals who game an hour or more per week and 19% of those who game 10+ hours per week identify as LGBTQ+.
“We do have some data that we’ve shared for a number of years, but really nothing to this extent,” said Stacie de Armas, senior vice president of diverse insights and innovation at Nielsen.
Younger generations are more open about identity
De Armas says that this jump from 10 to 17 percent represents the evolution of society. Recent studies have shown that nearly 30% of Gen Z adults in the U.S. identify as LGBTQ+.
“We have a younger generation of gamers now… the data and research shows [they] are more inclusive about their personal identities. They are perhaps in an environment where they can be more open,” said de Armas.
Tristan Marra, GLAAD’s head of research, says the 17% number shows how much the LGBTQ+ gaming community has grown in just three years.
“That 70% growth in three years is something that gaming developers and the gaming industry at large should take very seriously,” she said.
Real representation is still hard to find in games
GLAAD’s research reveals that despite LGBTQ+ gamers comprising a significant portion of America’s gaming audience, less than 2% of all games include LGBTQ+ characters or storylines. They arrived at this figure by examining games tagged with LGBTQ+ content on PC and console stores such as Steam, the PlayStation Store, and the Xbox Store — stores where the average person typically finds their games.
Only a small fraction of that 2% feature LGBTQ+ main or playable characters, although some games lack romance or human characters altogether. There are a few examples from major studios in recent years. For example, Ellie from The Last of Us serves as a lesbian protagonist, and the game turned into a major, award-winning HBO show.
Ellie and Dina from Naughty Dog’s The Last of Us 2.
Naughty Dog
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Ellie and Dina from Naughty Dog’s The Last of Us 2.
Naughty Dog
The Life is Strange series features several LGBTQ+ protagonists, like Max, who can end up with her best friend Chloe if players choose. Baldur’s Gate 3, which won Game of the Year at The Game Awards, includes LGBTQ+ characters and offers a lot of flexibility in character creation for someone to be whoever they want.
The character creation screen in Larian Studios’ Baldur’s Gate 3.
Larian Studios
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The character creation screen in Larian Studios’ Baldur’s Gate 3.
Larian Studios
But Shaw says the vast majority of LGBTQ+ representation is in the form of optional romances. This means the main player character can have relationships with non-player characters that are a variety of genders, like teammates, villagers or merchants.
GLAAD researchers also collected data on people’s attitudes towards LGBTQ+ content in games, something they said there was no data on before. They found that at least 70% of non-LGBTQ+ gamers are either indifferent or more inclined to play or purchase games with LGBTQ+ representation.
Why game studios hesitate to include LGBTQ+ characters
Shaw says there’s a lot of LGBTQ+ representation in video games from independent companies. “But getting big companies to take a chance on a title that’s going to reach billions of people is very different,” she said.
Concerns about backlash, including negative reviews and social media uproar, complicate things more. Studios may struggle to justify improving representation or not know how.
Life is Strange, developed by Dontnod Entertainment and published by Square Enix, benefited from Dontnod’s origins as an independent game studio. This allowed them creative freedom to craft the desired story and characters, as explained by Michel Koch, the co-creator and art director, in an NPR interview.
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Max Caulfield and Chloe Price from the video game Life is Strange.
Dontnod Entertainment
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Max Caulfield and Chloe Price from the video game Life is Strange.
Dontnod Entertainment
“I feel like each time we start a new story or a new game, we are really trying to find and write the best characters for this story. To make sure that who they are is aligned with the themes of the story,” said Koch.
As they were advancing in development, they started to need funding. So they started to meet with publishers.
“We got some feedback from some publisher that ‘oh no, this won’t sell. We cannot publish this game, even if it looks cool,’” Koch said. “And we found Square Enix who loved the project as it was. They didn’t ask us to change anything… I would say that it was a lot of luck.”
Koch says he hasn’t seen any data like what GLAAD has released, and only knows the reactions Dontnod got after Life is Strange was released. There were players who loved it, and they also saw some who disliked it.
“We know that our core audience are very positive about the games we are making. But there is always this vocal minority that pushes very strongly to say this game is too woke,” he said. “We should make sure that we are not listening too much to the vocal minorities.”
Koch says he also knows that video games are a business — particularly the risk of game bans in certain international markets if certain scenes are included.
“If we were to release the game in Russia, for example, we wouldn’t have been able to include this romance, this arc. And Square Enix … they accepted that we didn’t release the game in Russia at all, which meant that we could keep the game the way we wanted [it] to be,” Koch said.
But Koch says he could see some bigger games or other companies that don’t want to miss out on a market like Russia. And they may end up removing those storylines or characters because it wouldn’t be allowed to be published in that country.
How can game studios improve representation?
Marra says it’s important to be able to put a stake in the ground and measure how much representation is currently available in all forms of media, so the number can start to be moved up to where it should be.
Shaw thinks the report shows “a really strong case you can take to your executives or take to your team and say ‘hey, we have good numbers and a good reason to increase this representation.’”
The GLAAD report, making it clear that LGBTQ+ gamers prefer games with LGBTQ+ content, provided recommendations for the industry and developers. They suggest having a proportionate representation of LGBTQ+ characters in games, making gaming communities more inclusive, consulting LGBTQ+ media experts like GLAAD and hiring LGBTQ+ individuals for leadership roles in the gaming industry.
Phil Harrell edited the audio story, and Majd Al-Waheidi edited it for digital.
Lifestyle
‘Harry Potter’ fans are flying to Broadway to see the original Draco Malfoy
Tom Felton, left, who played Harry Potter’s nemesis Draco Malfoy in eight films, is now playing him live on stage.
Matthew Murphy/Harry Potter and the Cursed Child
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Matthew Murphy/Harry Potter and the Cursed Child
Almost eight years after Harry Potter and the Cursed Child opened, it has become the highest grossing show on Broadway. Why? Tom Felton, who played Draco Malfoy, Harry Potter’s nemesis at Hogwarts in the eight films, is now playing him onstage.
After every performance, crowds gather at the stage door to get autographs, selfies or just a close-up glimpse of Felton.
Anna Chan flew to New York from San Francisco to see him in the show. “I grew up watching the movies and reading the books as a kid,” she said, “so just seeing him reprising his role as Draco Malfoy is really exciting and just heartwarming to see. It’s kinda like a full circle moment for him.”
Felton feels the audience’s warmth. “I’m somewhat of a bookmark in their youth on the films,” he said. “To see them as excited as I am to be doing that again on the stage was… well, it’s overwhelming and it still is every night.”
Now 38, Felton spent much of his childhood, adolescence and young adulthood getting his hair bleached blond and sneering as the bully Draco Malfoy in the films. For 10 years, he worked with some of the finest actors of British stage and screen, including Dame Maggie Smith, Alan Rickman and Gary Oldman. Felton — and all the other young cast members — learned by example.
“You know, Alan Rickman making teas for the grips,” recalled Felton, “and Jason Isaacs telling anecdotes, Helena Bonham Carter sort of just being playful. I think that’s something that made the early Potter films very special — the adults around us did not take themselves too seriously. And so that allowed us to be playful.”
Tom Felton, right, with John Skelley as Harry Potter in Harry Potter and the Cursed Child, now on Broadway.
Matthew Murphy/Harry Potter and the Cursed Child
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Matthew Murphy/Harry Potter and the Cursed Child
Post-Potter, Felton has written a memoir and has appeared in films and on London’s West End. When he was given the opportunity to play an adult Draco Malfoy on Broadway for six months, he jumped.
“I do understand the character somewhat,” he said, “although Draco now is a dad.” In the play, Harry Potter and Draco Malfoy’s sons become friends and get into a mess of trouble.
In the first act, he and the older Harry have a wizard’s duel and Felton said that, during rehearsal, he added a familiar line from the films that wasn’t in the script.
“When Harry and Draco first decide, ‘Come on, let’s have a scrap, let’s have a battle,’ I think it just came up voluntarily. I said, ‘Scared Potter?’ Felton recalled, laughing. “And then it was sort of looked over and then someone came back to me a few days later and said, ‘We’ve got it in, your line suggestion.’”
The audience gets to see Malfoy and Potter fly through the air and electrical arcs come out of their wands live onstage. “Every night you can hear or feel, rather, at least half the audience go back to their childhood or older memories,” Felton said. “The first time that they saw Draco and Harry duel. And because this one’s live and in front of your face, it’s just only more exciting, I think.”
Felton said he’s proud to be part of the Harry Potter World, on film and on Broadway. He’ll be appearing in Harry Potter and the Cursed Child through May 10.
Jennifer Vanasco edited this story for broadcast and digital. Chloee Weiner mixed the audio.
Lifestyle
The Unlikely Rise and Uncertain Future of Lockheed Martin Streetwear
Lifestyle
Is the viral cheese pull saving chain restaurants?
Images from Karissa Dumbacher’s TikTok account, @karissaeats, where she makes videos about food. She has over 4.5 million followers on the platform.
@karissaeats via TikTok/Screenshots by NPR
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@karissaeats via TikTok/Screenshots by NPR
Affordable, familiar and reassuring are the features that make American chain restaurants a near-ubiquitous presence throughout the country; it is almost as if they are baked into our roadside culture.
Despite well-documented financial struggles, a tough economy and shifting diet trends, these restaurants withstand time.
This series explores why these places have such strong staying power and how they stay afloat at a time of rapid change.
Go back to read our first two pieces on how these restaurants trigger nostalgia and how these places stay afloat in a tough economy.
The magical cheese pull.
It’s a viral social media trend and a powerful marketing tool, where diners post videos of themselves slowly pulling apart gooey strings of cheese from a steaming hot slice of pizza or deep-fried mozzarella sticks.
A good one brings in millions of views and, increasingly, helps lure diners off their phones and into seats.
Sara Rafael, 23, flew from Ireland to New York City in November. She and her mother had a list of must-stop eats, including Olive Garden, The Cheesecake Factory, Raising Cane’s — all of which were discovered on TikTok, Rafael tells NPR.

The platform’s food videos – including those trendy cheese pulls – she says, “always make the food look so appetizing.” So, most of her dining itinerary consisted of mid-tier American chains straight from the recommendations of strangers online.
This is a critical moment for restaurants, says Stephen Zagor, a restaurant industry expert, consultant and adjunct professor at Columbia Business School.
With many American diners spending less and eating at home more, restaurants, especially older chains, risk fading into what he calls “the wallpaper.”

Zagor says that every restaurant needs to “have a viral moment” either in their menu or inside the restaurant in order to survive now.
But, he admits, the tradeoff is “a certain loss of authenticity.”

Chili’s cheese pull moment
Few restaurants, particularly chains, have ridden the viral cheese pull wave as well as Tex-Mex national chain, Chili’s.
Its Triple Dipper – a mix-and-match trio of appetizers and sauces – has become popular online thanks to the thick, stretchy fried mozzarella sticks. The company tells NPR it sold 41 million Triple Dippers in fiscal year 2025.
And that’s been a boon to the company’s bottom line. The Triple Dipper accounted for approximately 10% of sales in the fourth quarter of fiscal year 2024. A year later, that figure rose to 15% of sales, according to data Chili’s shared with NPR.

Chili’s Chief Marketing Officer George Felix says the sales numbers reflect “a massive gain in a short amount of time” for a company the size of Chili’s. “Essentially 100% of that can be attributed to social media,” he says.

Once it became clear just how popular the menu item was, the company’s culinary team leaned into the fandom and innovated on the fried mozzarella sticks by developing Nashville Hot and Honey-Chipotle flavors, Felix says.
For a 50-year-old chain restaurant that had been suffering from the “wallpaper” effect, Zagor says, this was a huge boost in helping the restaurant stage a stunning comeback.
“I think it speaks to the fact that Chili’s is back in the culture,” Felix says, Chili’s chief marketing officer.
In a crowded market, content, and cheese pulls, are king
Content creators like Karissa Dumbacher, who focuses on food posts as @karissaeats, has made a host of videos about Chili’s, including one listed as a paid partnership that’s received 2 million likes documenting none other than the iconic cheese pull.
She’s found the recipe to success for making a video pop on social media.
“The first three to five seconds of the video has to pull you in visually,” she explains. “People are gonna stick around to see if it’s worth it, and that’s what you want. That’s why so many people go for the cheese pull.”
Dumbacher has posted consistently since first beginning her TikTok journey during a COVID quarantine in Beijing. Almost daily she posts “everything I ate” videos from her home, fast food chains, casual chains and high-end, gourmet restaurants in the U.S. and abroad.
Her recording style has garnered her a legion of more than 4.5 million followers on TikTok alone.
Even though viewers have a chance to virtually travel the world and eat alongside her at luxury restaurants, Dumbacher says she still finds that her videos from classic chain restaurants like the Cheesecake Factory do “really, really well.”
And while Dumbacher has found success eating at casual sit-down establishments, the restaurants themselves benefit as well from the extra air time.
“Most people that are posting these viral videos aren’t getting paid by the restaurants, and it’s creating a bunch of traffic. So it’s huge,” she says. “That’s why there’s so much money going into TikTok, YouTube, Instagram ads these days, as opposed to ads on TV or billboards.”
Michael Lindquist, senior vice president of social for the media company, BarkleyOKRP, says social media “is now what I would consider a key business driver” and “an infinite feedback loop” for businesses.
Lindquist works in the company’s social content studio that works with brands like Red Lobster, Marco’s Pizza and others.
“It really does start and end on social media,” he says. “So you’re starting to see even broadcast and TV campaigns that take more of their cues from social [media] behavior, and comments and the way that we interact with one another.”
But Zagor, the restaurant industry expert, says virality can only get restaurants so far.
“You would like all businesses to be organic, because people love it, and they come back because the food is great,” Zagor says. “Not because you saw this incredible dessert, and [say], ‘Wow, I need to have that.’”
Zagor teaches college students and is struck by their focus on documenting the meal for social media instead of eating. He says he asks his students how many of them take pictures of their food:
“Everyone raises their hand. And then I say, ‘How many of you take more pictures of your food than you do of your family and friends?’ And they all raise their hands.”
For Zagor, that’s concerning. So much of the human experience now, including eating at a restaurant, is focused on capturing the perfect, photographable moment rather than an organic, enjoyable, social experience.
“And something’s just weird about that.”

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