Video games: Women in video games

Women in videogames

The representation of women in videogames has long been considered sexist. Female characters are rarely playable and usually reinforce traditional gender stereotypes. Games that did feature female characters presented them as damsels in distress or sex objects.

Lara Croft of the Tomb Raider series is one of the most iconic characters in videogame history. But while she is a strong, independent playable character, her appearance and costume turned her into a digital sex object.  

Tropes vs Women in Video Games

Vlogger and gaming expert Anita Sarkeesian has produced two series of YouTube videos documenting the representation of women in videogames.



Vlogging as Feminist Frequency, the series are an important example of digital feminism (and a superb resource for Media students). However, as a result, she has been a target for online abuse and threats – most notably as part of the #gamergate controversy.


Women and videogames: blog tasks

Work through the following blog tasks to complete this introduction to women in videogames.

Medium article: Is Female Representation in Video Games Finally Changing?

Read this Medium feature on whether female representation in videogames is finally changing. Answer the following questions:

1) How have women traditionally been represented in videogames?


- Objectified or “damsels in distress” in many major video games

2) What percentage of the video game audience is female?


42% of the video game demographic is female

3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?
Tomb Raider; Horizon: Zero Dawn; Uncharted: The Lost Legacy; The Last of Us;.

The qualities they have are strong, independent, intelligent, wilful and compassionate.

4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?

I consent to an extent. I personally think that a portion of the group of onlookers have done this previously and will keep on doing as such.

5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?

Game companies are concentrating more on female heroes qualities than their stereotypes. Rhianna Pratchett was the lead author of the reboot who made a hero that the players could relate to.

Tropes vs Women in Video Games – further analysis
Visit Anita Sarkeesian’s ‘Tropes vs Women in Video Games Series 2’ YouTube playlist and watch ONE other video in the series (your choice - and feel free to choose a video from season 1 if you prefer). Write a 100 word summary of the video you watch:

Title of video: The Lady Sidekick
The video discusses how females are conveyed as damsels in distress  with no genuine individual association with the fundamental male character. She gives a precedent, for example, Bioshock Infinite and Ico. 

Anita Sarkeesian Gamespot interview
Finally, read this Gamespot interview with Anita Sarkeesian of Feminist Frequency and answer the following questions:

1) What reaction did Anita Sarkeesian receive when she published her videos on women in videogames? You can find more information on this on Sarkeesian’s Kickstarter fundraising page.

She received more extreme hate online than expected, however she had likewise gotten a great deal of supporters for making these recordings.

2) How does Sarkeesian summarise feminism?
'Feminism is the radical notion that women are human beings'.

3) Why do stories matter?
She says that stories have dependably been a centre path for individual to learn and comprehend about the world we live in. 

4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?
She thinks that the game is a case of 'ladies as remuneration' for finishing the diversion. She additionally conceives that Lara Croft is as yet a case of a female hero that is still typifies and objectified for a straight-male gathering of people.

5) How has the videogame landscape changed with regards to the representation of women?

Female characters have advanced as there are bigger female characters and heroes. In any case, the 'Lady in Distress' account is returning as amusement engineers are changing or rebooting 1980s diversions. 

6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?
Both characters are women of colour and they are not overly sexualised or objectified.

7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?
They have to take some risks and go outside the established conventions. Protagonists shouldn't be attached to their sex appeal.

8) What is the impact of the videogames industry being male-dominated?
It plays a big role in the types of games, narratives and characters produced.

9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?
Promote media literacy , clearly present issues surrounding women's stereotypes.

10) What media debates did Sarkeesian hope to spark with her video series?

She wants to see some change in the industry about the sexualisation of women.

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