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?


Within the videogame industry, women are typically either objectified or seen as "damsels in distress". Examples of major videogames where this has happened is in iconic Lara Croft or even Princess Peach in the Mario franchise. out of the 14 Mario games, Princess Peach is captured in 13 of them.


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


42% of the video game demographic is female, which indicates that times are slowly changing to become more equal.  


3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?


Recent games that signify a change in the sexism, heterosexuality, and misrepresentation:


- Tomb Raider 

- Horizon: Zero Dawn
- Uncharted: The lost legacy
- Dragon Age: Inquisition  
- The Walking Dead

These games each have characters who play important roles empowering females to show them as being strong, independent, intelligent, willful and compassionate.


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


I would argue that the video game industry is aware of this and is making strides to change the way they represent women because they are losing sales by misrepresenting nearly half of their audience. Strum’s article continues, This perpetuates a cycle of exclusion…Women don’t like to be seen as sex objects. When they don’t feel like game content positively reflects [their sex], they’re not interested.” This is certainly true and I would argue that the current trend shows that certain game companies are trying to fix this issue by releasing games that paint women in a more positive way, focusing on their strengths instead of stereotypes.


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


Brianna Wu’s 2015 article in Polygon details how Crystal Dynamics saved Lara Croft by making some big changes in the reboot Tomb Raider (2013) and its sequel Rise of the Tomb Raider (2015). First they hired Rhianna Pratchett as the lead writer, a woman who “had a long history of working on games with complex female protagonists, such as Heavenly Sword and Mirror’s Edge” and Pratchett decided to create a protagonist who players could identify with. Wu writes that “the essence of the new Lara Croft became the struggle she felt within herself”. When Lara Croft debuted in 1996, times were different, especially the ways in which women were seen. The rebooted game had to represent women in a more modern way.


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:


Anita Sarkeesian Gamespot interview


Title of video: The lady sidekick



damsel escort missions are when a female character joins a male player and feel more like a burden



Bioshock Infinite (2013)

- booker saves a girl (Elizabeth) imprisoned in a tower her entire life

- girl serves only as a glorified door opener
- girl is reduced to completing basic tasks - significant way in which player experience her 
- example of a female sidekick whos reduced to being a tool - no meaningful interactions. just opens doors and gives ammo
 - her powers aren't her own but the users to call on in the need of assistance 
- less like a person and more like a sexualised slot machine used to toss the user a coin

ico (2001)

- has to save her from monsters and prevent her from dying 


Tomb Raider (2013)

other information:


- men are protectors and women need protecting 

- females often act as cheer leaders for completing a task 
- females are used to make male players feel more important

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 onSarkeesian’s Kickstarter fundraising page.


2) How does Sarkeesian summarise feminism?

3) Why do stories matter?


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


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


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


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


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


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


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

Comments

Popular posts from this blog

Weekly media news 1 - Daily Mail

Brand values task 100-10-1

Reception theory