3 November 2023
Digital Creativity Digital Creativity

“CLTRS”: Valuing and sharing the lived experience of women in the video game design process

Video games still too often convey limited representations in terms of gender, race, sexuality, and more. Studies have shown that these representations reflect the lack of diversity within production teams. When teams remain homogeneous, video game productions tend to reproduce unconscious biases in their works, whereas diversity allows creators to move beyond preconceived ideas. However, existing research does not explain how diversity is actually incorporated into the design process. Scholars often seem to assume that simply bringing together individuals with varied life experiences will naturally lead to different kinds of games.

This project, focusing specifically on the situation of women in the video game industry, proposes to rethink game design methods in order to value the lived experience of designers. The goal is to ensure that these experiences are integrated into the creative process and reflected in the resulting works.

In the current context, women — as well as other marginalized groups — who wish to create games must do so using tools and processes that do not take into account their worldview or lived experience within society. As a game designer and researcher, I aim to challenge this status quo by conducting a research-creation project that involves designing a video game based on my experience as a woman, and making explicit how this experience informs my design practices.

How do we reflect on our personal experience during the game creation process? How do we transform it, integrate it into a work?

The first outcome of this research is the exploration game “CLTRS”.

“CLTRS” is experimental in both its design and its intent. It challenges dominant ideas about what games can be by centering underrepresented experiences and rejecting conventional gameplay structures. Its symbolic interactions and intuitive mechanics offer a unique gamefeel that encourages introspection rather than mastery. By openly acknowledging the positionality of its creative director and embracing a feminist lens, “CLTRS” resists the illusion of neutrality in game development and expands the boundaries of video games as a creative and reflective medium.

CLTRS

Credit | "CLTRS", research project by Laureline Chiapello, NAD-UQAC
5 June 2025

The game CLTRS on steam

Digital Creativity Digital Creativity
20250814 – 28 August 2025
[ Entrée libre ]
Montréal
Digital Creativity Digital Creativity

CLTRS in the Hexagram selection at the Village Numérique of the MUTEK Festival

20250324 – 31 March 2025
Montréal
Digital Creativity Digital Creativity

Game design to raise awareness and prevent gender-based and sexual violence

20231117 – 17 November 2023
Japan
Digital Creativity Digital Creativity

Laureline Chiapello, head of Digital Creativity Axis, presents the first demo of her video game on female pleasure, in Japan

20250630 – 4 July 2025
Malta
Digital Creativity Digital Creativity

International and Local Reach of Research-Creation in Digital Creativity

Publications

Exprimer, expérimenter et critiquer. Le jeu vidéo.CLTRS.

Digital Creativity Digital Creativity

Chiapello, L (2025). Exprimer, expérimenter et critiquer. Le jeu vidéo.CLTRS [communication orale]. Conférence spéciale en design de jeux, Haute Ecole Albert Jacquard, Namur, Belgique.

L’artgame : un espace convenable pour un jeu inconvenant (CLTRS)

Digital Creativity Digital Creativity

Chiapello, L. (2024). L’artgame : un espace convenable pour un jeu inconvenant (CLTRS) [communication orale]. Colloque ARTGAME, Montréal, Canada.

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