This thesis explores the challenges of marketing to a underrepresented audience in gaming, and posits that hostile UX at every touchpoint in the purchase journey largely contributes to this problem. Using this hypothesis, the thesis further explores the ways in which we can serve this untapped market by placing an emphasis on inclusive UX solutions.
Deconstructing Hostile UX

Introduction
Gaps in the literature
Aims and objective
The Organisation
Overview of the key stakeholders
Key shortcomings
Assumptions & Hypothesis
Research and Experiments
Methodology Overview
Design thinking process
Stage 1 – Understand
The history of gaming
Gaming genres
Gaming preferences by gender
The stigma against women in gaming
Gender-locked classes and character design
Efforts that have been made to encourage gender diversity
Stage 2 – Observe (Empathise)
Consumer Culture Theory
Implicit bias and the definition of a “gamer"
The importance of community
High barrier-to-entry and hostile User Experiences (UX)
Gender-based marketing and disempowerment in the marketplace
Stage 3 & 4 – Define and Ideate
Main takeaways
Why is inclusive design important?
Creation of inclusive framework
Stage 5 – Prototype
Stage 6 – Test
Round 1: Total sessions from Oct 1, 2022 to Oct 31, 2022
Round 2: Total sessions from Nov 1, 2022 to Nov 30, 2022
Round 3: Total sessions from Dec 1, 2022 to Dec 31, 2022
Future Work
The ethical concerns of inclusivity
Reflection
References
Appendix

