Representation of gender, culture and at-risk populations has long been a thorny issue across all narrative and creative media: research shows that it affects viewers, altering the way they perceive these concepts, their characteristics and traits, and their roles in different scenarios, but it can also be a powerful instrument to illustrate dynamics and connotations in certain cultures and sub-cultures. The movie industry utilizes the Bechdel test to measure representation, i.e., a set of pass/fail criteria related to the scenario of the movie, while recently one of the largest game producers, Activision/Blizzard, launched a digital version for game designers, which was met with negative responses from those working in the field. In this t...