Thursday, November 21, 2019

Videogames: Introduction - Women in videogames

Part 1: 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?

Videogames have a well known history of representing women in a very sexual manner or as a side character, helping the players male character with the narrative. They have always shown as a sex icon or as a damsel in distress                                                                                                                                                                                                

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

The article states that women make up 42% of the gaming demographic 
3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?

The latest installations of Tomb Raider and The Last of Us show a changing view of women in video games as strong and capable women. 
4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?

I feel like audiences have definitely become far more observant of the media they consume, and actively choose whether or not they want to accept or reject what they're consuming. But It's not gotten to the extent where any misrepresentation would result in complete rejection 

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

She gives a financial and cynical reason (one that I agree with) for the change in representation. The writer suggests that game production companies are losing out in profit by misrepresenting almost half of their market. 

Part 2: 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 - Tropes vs. Women in Video Games


100 word summary: 

The video was in short a jab at the way women are portrayed in videogames when it comes to their purpose, and while she (Anita Sarkeesian) does make valid points with her initial example with bio shock infinite; she fails to mention the purpose and nature of the character, and while going on a rant would not be appropriate, I will say that the nature of characters are important to keep into mind when discussing this issue. She makes points that oftentimes women are used purely as door openers and forms of reassurance for men, aiding into the power control necessity that men have when playing games, not only was this statement wrong, but it was absurd. In the past yes, women did not play that significant part of a role to the main character, but it's hard to give a supporting character any kind of major control because it takes that control out of the hands of the player, something that would not only be infinitely infuriating but also seems to almost defeat the purpose of video games in the first place, a medium where the user is meant to have all the control. 
Part 3: 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.

Anita received the expected harassment in the form of sexism, hate and threats; but she received a larger amount of it than she expected  

2) How does Sarkeesian summarise feminism?

Her exact quote is ""Feminism is the radical notion that women are human beings."

3) Why do stories matter?

Anita makes the argument that stories are how people learn about the world, it shapes how people understand everything around them, hence if those stories are inaccurate, then the way people view things then becomes inaccurate. 

4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?

Sarkeesian has a particular view of Samus, seeing that the reward for players to finish the game in particular amount of time determines the amount of clothing that samus takes off is an example of women being used as the reward. On the other hand, while she does mention that Lara Croft is now wearing more clothing in her upcoming reboot, there could be a whole host of other issues with how she's portrayed.

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

There has been a recent wave of reduced sexuality in the video game industry with a stronger focus on narrative driven strong leads

6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?

Both women are rarely seen by the player, as in both games can only be seen from the point of view of the main character, meaning that animation for specific body parts are not to be seen. Both characters also do not have narratives revolving around men and can quit easily handle themselves. Neither of them use their sexuality to their advantage throughout the narrative.

7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?

The qualities she lists are quite similar to what makes a great male character; A story arc revolving around the overcoming of a personal issue, emotional and in the case of women, a female that is not centred around her sexuality. 

8) What is the impact of the videogames industry being male-dominated?

With the video games industry being so male dominated, those male ideologies tend to seep into game design and narratives.  

9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?

She hopes to try and improve media literacy, present the issues in the gaming industry when it come to female representation and to act as the means for a conversation about the issue, while also not being limited to just the gaming industry  

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

primarily female representation combined with a further discussion regarding women in games.

Optional extension task
To find out more about the online backlash and #gamergate, this Guardian feature links the online abuse to the American alt-right movement also credited with electing Donald Trump.

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