Kelly Hacker and I described these posts and reviewsabout Rust as expressing a “privilege of rejection,”63 an idea that is similar yetcomplementary to Passmore et al.’s privilege of immersion. We characterizethis privilege of rejection as when (predominantly white-masculine) playersneed not accept—or learn to be neutral about—playing as demographicallyunaligned embodiments simply to participate in the medium of games. Thatis, rejecting demographically misaligned characters has little influence ontheir options of games to play.
Note the impact shall be different depending on the game! In social games, take VR chat, or Second Lind, perhaps even The Sims, this is much more prominent. These aren't examined. Games like Minecraft allow more than parametric customisation, they have mods and skins... and in this sense, ethnographies on game worlds, will be exemplatory, but also limited by these constraints. Sure, white is a terrible default... but we shouldn't ask indie devs to add perfect customisation settings when their games lack basic accessibility features like high contrast or text read-aloud.