In this thesis, I investigate the research-question: How is violence against women being represented in choice-based games? This general research-question unfolds and more specific ones that tackle the different levels I analyze this subject. How do players experience these events? What role does player's agency play in this context? When examining the overlapping of game elements, I also inquire: what are the messages these representations are sending out to their target audiences, and do they reinforce hegemonic discourses on violence against women? To answer those questions, I do a textual analysis of choice-making games through case studies of the titles Detroit: Become Human (2018), Beyond: Two Souls (2013), The Wolf Among Us (2013). My goal with this study is to inquire how much these representations contrast or resemble those of news media. The findings of this research contribute to the discussion about the representations of violence against women in mass media.