DISCLAIMER: I KNOW ITS NOT LONG ENOUGH BUT THIS IS ALL I HAVE SO FAR. I HAVE ALSO INCLUDED THE INTERVIEW WITH KAVITA.
The representation of women in video games today is a popular topic which can be applied to various theories. The expression of gender fluidity within today’s society suggests that there is a growing interest demonstrated by women in the stereotypical boyish video games. The hypothesis that gender is fluid and able to choose whatever extent of sex it conforms to thus enabling gender to be more personal than conventional to the individual. For example, not limiting and associating facial hair with males. This explores the gender fluidity of gender that is still being accepted today. “Female characters now commonplace considering the increased market share of female gamers. Tomb Raider franchise was hailed by the market as the first serious action/adventure game to feature a female charcater for female gamers.”Evidence of the acceptance of gender fluidity, is the encouragement and availability of gender ambiguity in game consoles, such as the Nintendo wii mii creator, where ones gender may remain ambiguous as the features and traits apply for both sexes when creating a character. This allows the individual to experiment with the conventional features that symbolise a particular sex with society as well as appear unisex/cross gender, through Henry Jenkins convergence culture.
However, according to Bell Hook’s theory it has been suggested that female characters in video games are marginalised thus questioning a woman’s place in everyday society. The ‘Virgin Whore dichotomy’ is the idea where a woman can only be viewed as either a virgin; the idealised pure woman or the Whore, being the fallen women in society’s eyes. These two dominant representations of femininity are the complete opposite of ‘Gender fluidity’.
With specific to this characters such as ‘Princess Peach’ from ‘Super Mario’ can be seen as the representative of the virginal character that rarely ever makes an appearance throughout the whole duration of the game. Despite her few appearances, she takes on the role of the stereotypical damsel in distress thus emphasising male domination as well as portraying women as the needy gender. Moreover ‘Princess Peach’ can be viewed as a prime example of objectifying women through her treatment as a trophy at the end of the game once the antagonist has been defeated. This outcasts women’s importance in video games by treating them as other thus conveys them as lack characters with no depth or substance. ‘Princess Peach’ is nothing more that proof of victory according to Todorov’s narrative theory.
“Under representation of women show how males are privileged in games. There were no more aliens or creatures represented than females, which can lead one to believe females are less important that non-existent creatures.”
Mulvey’s theory of the ‘Male Gaze’ explains how the camera can become masculine and set up various perspectives that objectify women thus positioning male gamers as the voyeur. Women in the media, particularly in gaming are highly objectified as they are creations of men by men with dominantly whorish “go go girl” costumes. This ill-use of these women’s placements in these video games is also highly fetishised through the violent encounter between a woman and a physically stronger man. This provides the gamer with a sense of superiority whilst demeaning women.
The ‘Male Gaze’ can be applied to Alisa Bonconovitch from Tekken is a Russian man made android with the outer appearance of a young, perversely pure girl. Her appearance can be seen as quite ambiguous to her given characteristics as her innocent face is contradictory to her visibly provocative body with hints of youth. The white flowers in her hair could be read as symbolic to innocence however, her stockings suggests otherwise. Her interesting apparel below the waist is quite reminiscent to burlesque/fetish wear. Not only have the creators of Tekken created a misleading character by mixing innocence with raunchiness but they have provided men with yet another objectified character within gaming. Thus serving a sense of paraphillia, this is emphasised through the uniform like qualities of her costume. Her A-line styled skirt is quite similar to the school skirts worn in Japan as well as the collars and cuffs of a white shirt which is also similar to uniform in addition to the signature playboy bunny costume. Alisa fits a stereotypical subject of the school girl/barely legal fetish. She is both voyeuristic and fetishist. Moreover, the fact that she is an android plays a huge part in her representation thus objectifying women, because she is man made this suggests that she was made by men for men, as with the few Tekken female characters. However, she is a projection of the creation behind… After playing as Alisa in the arcade an observation was made that every time she performs a move/combo her skirt blows up exposing her bloomers which can also be associated with childhood. Although she breaks the expectation set by the lack category set by Bell Hooks through her substance and purpose, it can be argued that she serves all the wrong purposes in gaming thus being classed as a sexual object that is made and controlled by man only catering to their fetishes as she is a highly fetishised character that resemble the barely legal type of woman.
“Video games are strictly the domain of children and teens, as opposed to adults; however, the Entertainment software Association (2006) found that 69% of gamers were over the age of 18 and that more women over 18 (30%) played than boys under 17” Lara croft can be seen as the ideal representative for women empowerment as she embodies a strong, brave persona similar to Indiana Jones. Though she is represented as quite an attractive, idealised female she has a tough exterior fused with athletic meets curvy physique. She can be seen a prime example of Laura Mulvey’s male gaze in gaming. Her lack of clothing exposes her body thus casting out the young gamers which questions the importance of age regulation in the game maker’s eyes.
INTERVIEW:
Dear O’Shaya
My sincere apologies for the slow reply. I am in the middle of a big launch on the 1st of March of a new game.
Firstly I am very impressed with you chosen topic I am sure it is proving really interesting and I would love to read the final report.
Part of my delay in my response is because I have been considering my response. You ask a tough question.
I been playing computer games for 30 years and my first observation would be that games appeal to wider range of men than women and although I haven’t seen any recent statistics that has been the case historically.
Secondly technical disciplines such as programming seems to appeal to men rather than women and this is a still an issue today. When women embark on programming as a job because of other soft skills they have they move to being project managers etc away from technology. This means for gaming companies the creative ideas from women are limited.
In terms of Madam Samurai which is a comic book (you can find it online) we are working towards a series of games and I feel the following will make will aid (not hinder) the representation of women ;
– the management team is an all women team
– the main protagonist is a women
– she is shown a skilled master and in full control
– as a transmedia project (book and game) there is an opportunity to explore different angles of representation. Problem solving as well as classic flighting games.
I am sorry for the delay. I hope this is of some help.
With kind regards
Kavita
On 4 Feb 2011, at 20:50, Sakura 桜 Dawkins wrote:
Hi Kavita,
For my media coursework I have chosen to base my investigation on the representation of women in video games. Mr Mitchell briefed me on your job description and we thought that it would be really interesting if I interviewed you for my media coursework.
In my essay I am focusing on women in games such as: Tekken and Tomb Raider. These games are generally male dominated. My essay title is ‘To what extent does the representation of women in video games marginalise, objectify and disempower female gamers? With specific reference to Princess Peach, Lara Croft and the girls of Tekken 5.‘
If you have any thoughts on this topic please share.
Assuming that gaming has been and often still is a primarily male dominated platform, what do you think about the stereotypical representations of women?
In your work on the idea for a computer game platform for a female samurai, what can be done to make this a representation of women for women rather than men?
Thank you,
O’Shaya


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