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Video games &
 Representation
MAC129 - Cyberculture
Economic success: e.g. GTA IV

                      Released April 2008
                          Day 1 sales: 3.6 million
                           ($310m)
                          Week 1 sales: 6 million
                           (£500m)


                      August 2008
                          Sales: 10 million


                      June 2009
Source:                 Sales: 13.2 million
http://www.vgchartz.com/games/index.php?name=grand+theft+auto+IV
   Released November 2009
       Day 1 sales: 4.7 million
        ($310m)
       Day 5 sales = $550 million


   January 2010
       > $1 billion


   November 2010
       > 20 million copies sold on
        console alone
Historical business
   A struggle to define a place for early
    games
   No guarantee that games would be
    successful
       (see Marvin, 1988; Poole, 2004)


   Historical accounts tend to be lists of
    names and dates
First game?




              Tennis For Two 1958
              (William Higginbotham)

              Spacewar! 1962
              (Steven Russell)
5
Cold War kids
1950s….
   Emerged during a period of intense socio-economic
    and geo-political changes:
       Space Race (USSR)
       Cold War paranoia (nuclear anxiety)
       Decline of heavy industry
       Major changes in life style
       Advent of domestic mass communication
       Consumer confidence
Game development…
   Largely due to
       “university computing departments, the military, the
        interest of the first game developers, the first games and
        the subsequent development of game playing as an
        activity embraced largely by young males”
           (Kerr, 2006: 14; see also Haddon, 1988; 1993)
The console wars
The console wars
The console wars
The console wars
   http://en.wikipedia.org/wiki/Console_wars
The console wars today (Oct 2012)
                 Sales (millions)




         68.91            67.23

                                    PS3
                                    Wii
                                    Xbox 360



                 96.93
Controversial claims about video games
   Negative associations – health and violence
       http://www.youtube.com/watch?v=tCuKQIMg0I4


   Columbine shooting: Doom
       http://news.bbc.co.uk/1/hi/sci/tech/1295920.stm
   Car-jacking: Grand Theft Auto
       http://news.bbc.co.uk/1/hi/scotland/3680481.stm
   Stabbings: Manhunt
       http://news.bbc.co.uk/1/hi/uk/3936237.stm
(Un)popular claims about video games
   Positive claims?
       Surgeons who played games for at least 3 hours a week
        made „37% fewer errors, were 27% faster‟ than surgeons
        who did not play games. (Hall, 2007)


   Safe environment to enact fantasy

   Creativity of „modders‟
Games emerge from a cultural context
   US military funding?
Always a „politics‟ in every representation
   Representations are never innocent.

   Representations are always a „construction‟ in
    accordance with the producer‟s politics.

   Representations reflect cultural attitudes and beliefs.
“Orientalism” and “the Other”
   Edward Said (1978), Orientalism

   Western discourse on the Orient has
    constructed a knowledge of the East and
    a body of power-knowledge relations
    which serve the interests of the powerful
    West.

   The Orient was invented by
    Europe, through specific scientific and
    artistic representations, as its
    „contrasting image‟ (p.1-2)
Discourse and power/knowledge
   Michel Foucault (1981) The History of
    Sexuality

   The discourse that circulates around
    sexuality constitutes the reality of
    sexuality, and embodies „power-
    knowledge‟ relations

   It is difficult to step outside of discourse
    or challenge the assumptions we have
    been imbrued with
Ways of seeing and „The Gaze‟
   John Berger (1972) Ways of Seeing

   In European art from the Renaissance
    onwards women were depicted as
    being „aware of being seen by a [male]
    spectator‟

   The ideal spectator position in western
    media products appears to be
    male, heterosexual, post puberty and
    white
Under-representation = social inequality
             “In television, it was always a
              landmark moment when some
              minority or disenfranchised group
              appeared on the screen for the first
              time”

             “That kind of visibility is really the first
              step toward leading to public
              consciousness and equal treatment.
              These cultural markers matter.”

                 D. Williams et al (2009), New Media &
                  Society
Representation and race
   Black culture as
    animalistic, subservient
    , sexual, violent and
    dangerous
Race and technological identities
             The default Internet identity is
              White, male, and middle class and the
              majority of videogame protagonists
              are White

             Nearly 80% of video game
              protagonists are white males

                 Williams, D., Martins, N., Consalvo, M., &
                  Ivory, J. (2009). The virtual census:
                  Representations of gender, race and age
                  in video games. New Media and
                  Society, 11, 815-834.
Games reproduce dominant discourses
   GTA: San Andreas portrayed
    ghettoized, hyperviolent Black
    protagonists and NPCs, all
    sanctioned by popular
    culture, gamers, and academics who
    praised the game for its
    mechanics, narrative reach, and
    creativity.

   Idealizes Black and Hispanic gang
    culture

       Leonard, D. (2006). Not a hater, just
        keepin‟ it real: The importance of race-
        and gender-based game studies. Games
Resident Evil 5 Race Row
Resident Evil 5 Race Row
Kotaku‟s response
Ignores the
original argument
to focus on the
game and function
of zombies

Seems ignorant of
the fact that
zombies are
inherently linked
with black history
(Vodun/Vodou)
André Brock (2011) Games & Culture
   „„When Keeping it Real Goes Wrong‟‟:
    Resident Evil 5, Racial
    Representation, and Gamers

   Looks at race and gender via:
       discourse (reviews of the game and
        reactions by gamers)
       play mechanics, narrative, and genre
       software (the game‟s imagery and
        aesthetics)
Mechanics, narrative, genre
   RE5 controls specifically awkward to evoke fear via
    „fight or flight‟ mechanic

   Simple gameplay: shoot enemies, keep your partner
    alive, conserve resources, and collect things.

   Co-op AI player, Sheva, lacks skill and wastes
    valuable resources

   Sheva becomes a mule to carry equipment. The
    player must organize her inventory, ration her
    ammunition, and heal her. Frustrating rather than
    sympathetic
Imagery
   Survival horror convention: innocence vs evil

   Typically coded and white vs black, light vs
    darkness, west vs rest, etc

   “Early in RE5, the team sees a (extremely) White woman
    dragged screaming by an African into a second-story
    apartment. This scene evokes allusions of Black-on-
    White rape because of the woman‟s Whiteness as well
    as historical connotations of Black desire for „„pure‟‟
    White women. There are no random choices in
    videogames; the developers chose that pairing to fit in
    with the horror aesthetic of the game”
       Brock, 2011: p.433-434
Imagery
Imagery
   RE5, however, utilizes a character set more
    frequently seen in action movies: a skilled, laconic
    White mercenary type teamed up with an exotic
    female partner. Sheva‟s African origins lead one to
    believe that she will serve as a native guide, but her
    AI capabilities are not robust enough to allow her to
    survive autonomously plus she is apparently
    unfamiliar with the area. At all times, she requires
    Chris‟ assistance to fend off enemies and provide
    direction … In her role as support person, Sheva
    does little to challenge gendered and racialized
    stereotypes of women in media
Sheva Alomar
   “Sheva Alomar‟s depiction evokes possibilities of
    changing industry perspectives on female
    videogame leads. Unfortunately, Sheva’s
    character conforms to Western hegemonic
    conceptions of femininity and race: she is
    brown, inarticulate, and supportive of the White
    hero. Sheva‟s alternate costumes make it clear that
    she is window-dressing; a sexualized mule that
    lovingly carries tools of domination and death for her
    White partner to use against her people.”
   Brock, 2011: p.434
Representations of Arabs and Muslims
   Post 9/11 Islam portrayed as a
    threat; linked with terrorism;
    ordinary Muslims marginalized
link
Depictions of „Others‟
   Games set against the backdrop of current real-world
    conflicts?
   The narratives help shape understandings of the conflict:
       its morality
       Hero-ification of some groups
       Dehumanising others
       Normalizing warfare
   “These types of images […] reinforce the perception of
    Arabs and Muslims as racialized Others, bloodthirsty
    terrorists whose acts of aggression are inherently
    illegitimate, while any by the Coalition forces are, by
    definition, moral and justifiable in the face of such an
    enemy.”
       Gwen Sharp, 2010, Sociological Images
Representations of gender
   1950s
   Women as
    domestic, maternal, n
    aïve, consumers, etc
   http://www.feministgamers.com/?p=466

   http://shakespearessister.blogspot.com/2008/07/i-
    write-letters.html

   http://www.feministe.us/blog/archives/2008/07/23/wel
    l-that-was-bound-to-happen/
Representation of gender
   Feminist critics have argued that many media texts
    represent women as:
       Sex objects
       Dutiful housewives / virginal daughters
       Mad, bad, dangerous women who need punishment

   Are video games any different?
       Jiggle physics?
       http://archive.gamespy.com/fargo/january02/jiggle/

   See also:
       „Top 10 Boobies in Video Games‟
       „Sexy Video Game Babes‟
Game design
   Studies of digital games have noted a „consistent
    pattern of male technocratic privilege‟
       Williams, cited in Kerr, 2006: 19

   Game development & design, production, marketing
    & construction, dominated by heterosexual
    masculine fantasies
       Gansmo et al, 2003
Gender in games
   Traditional stereotype of femininity evoked
       Relationships
       Romance
       Emotions
       Role-play

   Gansmo (2003): little understanding within the
    industry about how game design might be linked
    to gender socialisation
Consequences of stereotypes…
   Games are a „prime example of the social
    construction of gender‟ (Cassell and Jenkins, 1998:
    37) and they may significantly influence people‟s
    attitudes towards the use of computers in school or
    later career choices
Women do play games!?
   Funk (1993):
       75% of females play games at home (90% males)
   Colwell and Payne (2000):
       88% of females aged 12-14 play games regularly
   ESA (2004):
       39% of US gamers are female and females account for 40% of
        online players.
   Krotoski (2004):
       approx 25% of gamers are female in Europe, compared to 70%
        in Korea
   Crawford & Gosling (2005):
       Women much less likely to play the older they get
   Alexanda (2009):
       Female console gamers grew from 23 to 28 percent in 2009
Krotoski, 2004: 10




48
The Wii and women?
   „Nintendo's Wii console captures new game market‟
       John Sterlicchi, Oct 2007
       http://www.guardian.co.uk/business/2007/oct/10/usnews.i
        nternationalnews
Domestic access
   Access to gadgets in home is not gender neutral
   Highly masculine and potentially hostile to females
   Is this changing?

   www.girlzclan.com
   www.everground.com
   www.girlgamer.com
   http://female-gamer.com/
Domestic context
   Space
       a greater percentage of girls‟ play has been centred in or
        around the home

   Time
       females still spend more time engaged in domestic labour
        than males (typically 1.5 hours per day more than males
        in the UK)
Gaming spaces outside the home
   Predominantly masculine
    environments
       arcades, pubs, motorway service
        stations

   Women at LAN parties tend to be in
    a supportive role

   When they do compete the media
    portrays them as:
       Exotic
       Sexualised
Game content
   Relatively low number of playable female characters
   Abundance of stereotypes
   Masculine themes

   The damsel in distress?
Positive moves!?
   1991: Nintendo release Barbie Game Girl for
    Game Boy
   1996: Mattel release Barbie Fashion Designer
   2000: The Sims
   2003: Linden Research launches Second Life
   2004: The Sims 2
   2004: SCEEurope release karaoke title SingStar
    on PS2
   2006: Sony launches pink PS2 and PSP
   2006: Cooking Mama released
   2008: Wii Fit released
   2009: Farmville success on Facebook
Children Now study (2000)
    92% games have a male lead (54% female)
    50% women portrayed in a stereotypical way.
    38% displayed women with significant body
     exposure (23% breasts; 31% thighs; 15% backsides;
     31% stomachs/midriffs)
    Female characters defined by „disproportionately
     large‟ breasts (38%) and „excessively tiny‟ waists
     (46%)



    56
See: http://www.remedialthoughts.com/2008/11/can-women-in-games-ever-be-
more-than.html
Positive figures?
„Truly unique‟?
   Chloe Frazer in Uncharted 2
   See Tom Cross, 2010, Gamasutra
Conclusion
   History of games has been male dominated

   Industry can be conservative and not welcome
    change (can be risky)

   Women increasingly more important to the industry

   Positive changes ahead?
Sources and further reading
   Leigh Alexander, 2009, „NPD: Female Gamer Population Increasing On
    Consoles‟, Gamasutra, http://www.gamasutra.com/php-bin/news_index.php?story=24245
   Jo Bryce & Jason Rutter, 2003, „Gender dynamics and the social and spatial organisation of computer
    gaming‟, Leisure Studies, 22: 1-15
   Jo Bryce, Jason Rutter and Cath Sullivan, 2006, „Digital games and gender‟, in Jason Rutter & Jo Bryce
    (eds.), Understanding Digital Games, London: Sage.
   Judith Butler, 1990, Gender Trouble: Feminism and the Subversion of Identity, London: Routledge.
   Children Now, 2000, Girls and Gaming: A Console Video Game Content Analysis, Oakland, CA: Children
    Now
   J. Colwell & J. Payne, 2000, „Negative correlates of computer game play in adolescents‟, British Journal of
    Psychology, 91: 295-310.
   G. Crawford & V. Gosling, 2005, „Toys for boys? Women‟s marginalization and participation as digital
    gamers‟, Sociological Research Online, 10, (1), http://www.socresonline.org.uk/10/1/crawford.html
   M. Cundy, 2009, “Absolutely terrifying „sexy‟ images of 8-bit „babes‟”, Games
    Radar, http://www.gamesradar.com/f/absolutely-terrifying-sexy-images-of-8-bit-babes/a-
    2009093014448271099
   T.L. Dietz, 1998, „An Examination of violence and gender role portrayals in video games‟, Sex Roles, 38
    (5-6): 425-42
   J. B. Funk, 1993, „Re-evaluating the impact of computer games‟, Clinical Paediatrics, 32: 86-90
   Aleks Krotoski, 2004, „Chicks and joysticks: an exploration of women and gaming‟, ELSPA white
    paper, http://www.elspa.com/assets/files/c/chicksandjoysticksanexplorationofwomenandgaming_176.pdf
   Carolyn Marvin, 1988, When Old Technologies Were New. Thinking about Electric Communication in the
    Late Nineteenth Century, New York: Oxford University Press
   Steven Poole, 2000, Trigger Happy: the inner life of videogames, London: Fourth Estate
   Steven Poole, 2004, Trigger Happy: videogames and the entertainment revolution, New York: Arcade
    Publishing
   G. R. Schott & K.R. Horrell, 2000, „Girl gamers and their relationship with the gaming culture‟
    Convergence, 6: 36-53
   D. Willams, N. Martins, M. Consalvo & J.D. Ivory, 2009, „The virtual census: representations of
    gender, race and age in video games‟ in New Media & Society, Vol 11, No 5.
Some questions to consider?
   What are your earliest video game memories?

   Have you ever played a game where the
    represented characters seem problematic?
       Has gender/race/sexuality ever caused you to question
        the representation?

   Do games evoke stereotypes and cliches, and
    should we be concerned about these?

   Games are often regulated (ratings system). Does
    regulation work to protect people?

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video games and representation 2012

  • 1. Video games & Representation MAC129 - Cyberculture
  • 2. Economic success: e.g. GTA IV  Released April 2008  Day 1 sales: 3.6 million ($310m)  Week 1 sales: 6 million (£500m)  August 2008  Sales: 10 million  June 2009 Source:  Sales: 13.2 million http://www.vgchartz.com/games/index.php?name=grand+theft+auto+IV
  • 3. Released November 2009  Day 1 sales: 4.7 million ($310m)  Day 5 sales = $550 million  January 2010  > $1 billion  November 2010  > 20 million copies sold on console alone
  • 4. Historical business  A struggle to define a place for early games  No guarantee that games would be successful  (see Marvin, 1988; Poole, 2004)  Historical accounts tend to be lists of names and dates
  • 5. First game? Tennis For Two 1958 (William Higginbotham) Spacewar! 1962 (Steven Russell) 5
  • 6. Cold War kids 1950s….  Emerged during a period of intense socio-economic and geo-political changes:  Space Race (USSR)  Cold War paranoia (nuclear anxiety)  Decline of heavy industry  Major changes in life style  Advent of domestic mass communication  Consumer confidence
  • 7. Game development…  Largely due to  “university computing departments, the military, the interest of the first game developers, the first games and the subsequent development of game playing as an activity embraced largely by young males”  (Kerr, 2006: 14; see also Haddon, 1988; 1993)
  • 11. The console wars  http://en.wikipedia.org/wiki/Console_wars
  • 12. The console wars today (Oct 2012) Sales (millions) 68.91 67.23 PS3 Wii Xbox 360 96.93
  • 13. Controversial claims about video games  Negative associations – health and violence  http://www.youtube.com/watch?v=tCuKQIMg0I4  Columbine shooting: Doom  http://news.bbc.co.uk/1/hi/sci/tech/1295920.stm  Car-jacking: Grand Theft Auto  http://news.bbc.co.uk/1/hi/scotland/3680481.stm  Stabbings: Manhunt  http://news.bbc.co.uk/1/hi/uk/3936237.stm
  • 14. (Un)popular claims about video games  Positive claims?  Surgeons who played games for at least 3 hours a week made „37% fewer errors, were 27% faster‟ than surgeons who did not play games. (Hall, 2007)  Safe environment to enact fantasy  Creativity of „modders‟
  • 15. Games emerge from a cultural context  US military funding?
  • 16. Always a „politics‟ in every representation  Representations are never innocent.  Representations are always a „construction‟ in accordance with the producer‟s politics.  Representations reflect cultural attitudes and beliefs.
  • 17. “Orientalism” and “the Other”  Edward Said (1978), Orientalism  Western discourse on the Orient has constructed a knowledge of the East and a body of power-knowledge relations which serve the interests of the powerful West.  The Orient was invented by Europe, through specific scientific and artistic representations, as its „contrasting image‟ (p.1-2)
  • 18. Discourse and power/knowledge  Michel Foucault (1981) The History of Sexuality  The discourse that circulates around sexuality constitutes the reality of sexuality, and embodies „power- knowledge‟ relations  It is difficult to step outside of discourse or challenge the assumptions we have been imbrued with
  • 19. Ways of seeing and „The Gaze‟  John Berger (1972) Ways of Seeing  In European art from the Renaissance onwards women were depicted as being „aware of being seen by a [male] spectator‟  The ideal spectator position in western media products appears to be male, heterosexual, post puberty and white
  • 20. Under-representation = social inequality  “In television, it was always a landmark moment when some minority or disenfranchised group appeared on the screen for the first time”  “That kind of visibility is really the first step toward leading to public consciousness and equal treatment. These cultural markers matter.”  D. Williams et al (2009), New Media & Society
  • 21. Representation and race  Black culture as animalistic, subservient , sexual, violent and dangerous
  • 22. Race and technological identities  The default Internet identity is White, male, and middle class and the majority of videogame protagonists are White  Nearly 80% of video game protagonists are white males  Williams, D., Martins, N., Consalvo, M., & Ivory, J. (2009). The virtual census: Representations of gender, race and age in video games. New Media and Society, 11, 815-834.
  • 23.
  • 24. Games reproduce dominant discourses  GTA: San Andreas portrayed ghettoized, hyperviolent Black protagonists and NPCs, all sanctioned by popular culture, gamers, and academics who praised the game for its mechanics, narrative reach, and creativity.  Idealizes Black and Hispanic gang culture  Leonard, D. (2006). Not a hater, just keepin‟ it real: The importance of race- and gender-based game studies. Games
  • 25. Resident Evil 5 Race Row
  • 26. Resident Evil 5 Race Row
  • 27.
  • 28. Kotaku‟s response Ignores the original argument to focus on the game and function of zombies Seems ignorant of the fact that zombies are inherently linked with black history (Vodun/Vodou)
  • 29. André Brock (2011) Games & Culture  „„When Keeping it Real Goes Wrong‟‟: Resident Evil 5, Racial Representation, and Gamers  Looks at race and gender via:  discourse (reviews of the game and reactions by gamers)  play mechanics, narrative, and genre  software (the game‟s imagery and aesthetics)
  • 30. Mechanics, narrative, genre  RE5 controls specifically awkward to evoke fear via „fight or flight‟ mechanic  Simple gameplay: shoot enemies, keep your partner alive, conserve resources, and collect things.  Co-op AI player, Sheva, lacks skill and wastes valuable resources  Sheva becomes a mule to carry equipment. The player must organize her inventory, ration her ammunition, and heal her. Frustrating rather than sympathetic
  • 31. Imagery  Survival horror convention: innocence vs evil  Typically coded and white vs black, light vs darkness, west vs rest, etc  “Early in RE5, the team sees a (extremely) White woman dragged screaming by an African into a second-story apartment. This scene evokes allusions of Black-on- White rape because of the woman‟s Whiteness as well as historical connotations of Black desire for „„pure‟‟ White women. There are no random choices in videogames; the developers chose that pairing to fit in with the horror aesthetic of the game”  Brock, 2011: p.433-434
  • 34. RE5, however, utilizes a character set more frequently seen in action movies: a skilled, laconic White mercenary type teamed up with an exotic female partner. Sheva‟s African origins lead one to believe that she will serve as a native guide, but her AI capabilities are not robust enough to allow her to survive autonomously plus she is apparently unfamiliar with the area. At all times, she requires Chris‟ assistance to fend off enemies and provide direction … In her role as support person, Sheva does little to challenge gendered and racialized stereotypes of women in media
  • 35. Sheva Alomar  “Sheva Alomar‟s depiction evokes possibilities of changing industry perspectives on female videogame leads. Unfortunately, Sheva’s character conforms to Western hegemonic conceptions of femininity and race: she is brown, inarticulate, and supportive of the White hero. Sheva‟s alternate costumes make it clear that she is window-dressing; a sexualized mule that lovingly carries tools of domination and death for her White partner to use against her people.”  Brock, 2011: p.434
  • 36. Representations of Arabs and Muslims  Post 9/11 Islam portrayed as a threat; linked with terrorism; ordinary Muslims marginalized
  • 37. link
  • 38. Depictions of „Others‟  Games set against the backdrop of current real-world conflicts?  The narratives help shape understandings of the conflict:  its morality  Hero-ification of some groups  Dehumanising others  Normalizing warfare  “These types of images […] reinforce the perception of Arabs and Muslims as racialized Others, bloodthirsty terrorists whose acts of aggression are inherently illegitimate, while any by the Coalition forces are, by definition, moral and justifiable in the face of such an enemy.”  Gwen Sharp, 2010, Sociological Images
  • 39.
  • 40. Representations of gender  1950s  Women as domestic, maternal, n aïve, consumers, etc
  • 41.
  • 42. http://www.feministgamers.com/?p=466  http://shakespearessister.blogspot.com/2008/07/i- write-letters.html  http://www.feministe.us/blog/archives/2008/07/23/wel l-that-was-bound-to-happen/
  • 43. Representation of gender  Feminist critics have argued that many media texts represent women as:  Sex objects  Dutiful housewives / virginal daughters  Mad, bad, dangerous women who need punishment  Are video games any different?  Jiggle physics?  http://archive.gamespy.com/fargo/january02/jiggle/  See also:  „Top 10 Boobies in Video Games‟  „Sexy Video Game Babes‟
  • 44. Game design  Studies of digital games have noted a „consistent pattern of male technocratic privilege‟  Williams, cited in Kerr, 2006: 19  Game development & design, production, marketing & construction, dominated by heterosexual masculine fantasies  Gansmo et al, 2003
  • 45. Gender in games  Traditional stereotype of femininity evoked  Relationships  Romance  Emotions  Role-play  Gansmo (2003): little understanding within the industry about how game design might be linked to gender socialisation
  • 46. Consequences of stereotypes…  Games are a „prime example of the social construction of gender‟ (Cassell and Jenkins, 1998: 37) and they may significantly influence people‟s attitudes towards the use of computers in school or later career choices
  • 47. Women do play games!?  Funk (1993):  75% of females play games at home (90% males)  Colwell and Payne (2000):  88% of females aged 12-14 play games regularly  ESA (2004):  39% of US gamers are female and females account for 40% of online players.  Krotoski (2004):  approx 25% of gamers are female in Europe, compared to 70% in Korea  Crawford & Gosling (2005):  Women much less likely to play the older they get  Alexanda (2009):  Female console gamers grew from 23 to 28 percent in 2009
  • 49. The Wii and women?  „Nintendo's Wii console captures new game market‟  John Sterlicchi, Oct 2007  http://www.guardian.co.uk/business/2007/oct/10/usnews.i nternationalnews
  • 50. Domestic access  Access to gadgets in home is not gender neutral  Highly masculine and potentially hostile to females  Is this changing?  www.girlzclan.com  www.everground.com  www.girlgamer.com  http://female-gamer.com/
  • 51.
  • 52. Domestic context  Space  a greater percentage of girls‟ play has been centred in or around the home  Time  females still spend more time engaged in domestic labour than males (typically 1.5 hours per day more than males in the UK)
  • 53. Gaming spaces outside the home  Predominantly masculine environments  arcades, pubs, motorway service stations  Women at LAN parties tend to be in a supportive role  When they do compete the media portrays them as:  Exotic  Sexualised
  • 54. Game content  Relatively low number of playable female characters  Abundance of stereotypes  Masculine themes  The damsel in distress?
  • 55. Positive moves!?  1991: Nintendo release Barbie Game Girl for Game Boy  1996: Mattel release Barbie Fashion Designer  2000: The Sims  2003: Linden Research launches Second Life  2004: The Sims 2  2004: SCEEurope release karaoke title SingStar on PS2  2006: Sony launches pink PS2 and PSP  2006: Cooking Mama released  2008: Wii Fit released  2009: Farmville success on Facebook
  • 56. Children Now study (2000)  92% games have a male lead (54% female)  50% women portrayed in a stereotypical way.  38% displayed women with significant body exposure (23% breasts; 31% thighs; 15% backsides; 31% stomachs/midriffs)  Female characters defined by „disproportionately large‟ breasts (38%) and „excessively tiny‟ waists (46%) 56
  • 58.
  • 60. „Truly unique‟?  Chloe Frazer in Uncharted 2  See Tom Cross, 2010, Gamasutra
  • 61. Conclusion  History of games has been male dominated  Industry can be conservative and not welcome change (can be risky)  Women increasingly more important to the industry  Positive changes ahead?
  • 62. Sources and further reading  Leigh Alexander, 2009, „NPD: Female Gamer Population Increasing On Consoles‟, Gamasutra, http://www.gamasutra.com/php-bin/news_index.php?story=24245  Jo Bryce & Jason Rutter, 2003, „Gender dynamics and the social and spatial organisation of computer gaming‟, Leisure Studies, 22: 1-15  Jo Bryce, Jason Rutter and Cath Sullivan, 2006, „Digital games and gender‟, in Jason Rutter & Jo Bryce (eds.), Understanding Digital Games, London: Sage.  Judith Butler, 1990, Gender Trouble: Feminism and the Subversion of Identity, London: Routledge.  Children Now, 2000, Girls and Gaming: A Console Video Game Content Analysis, Oakland, CA: Children Now  J. Colwell & J. Payne, 2000, „Negative correlates of computer game play in adolescents‟, British Journal of Psychology, 91: 295-310.  G. Crawford & V. Gosling, 2005, „Toys for boys? Women‟s marginalization and participation as digital gamers‟, Sociological Research Online, 10, (1), http://www.socresonline.org.uk/10/1/crawford.html  M. Cundy, 2009, “Absolutely terrifying „sexy‟ images of 8-bit „babes‟”, Games Radar, http://www.gamesradar.com/f/absolutely-terrifying-sexy-images-of-8-bit-babes/a- 2009093014448271099  T.L. Dietz, 1998, „An Examination of violence and gender role portrayals in video games‟, Sex Roles, 38 (5-6): 425-42  J. B. Funk, 1993, „Re-evaluating the impact of computer games‟, Clinical Paediatrics, 32: 86-90  Aleks Krotoski, 2004, „Chicks and joysticks: an exploration of women and gaming‟, ELSPA white paper, http://www.elspa.com/assets/files/c/chicksandjoysticksanexplorationofwomenandgaming_176.pdf  Carolyn Marvin, 1988, When Old Technologies Were New. Thinking about Electric Communication in the Late Nineteenth Century, New York: Oxford University Press  Steven Poole, 2000, Trigger Happy: the inner life of videogames, London: Fourth Estate  Steven Poole, 2004, Trigger Happy: videogames and the entertainment revolution, New York: Arcade Publishing  G. R. Schott & K.R. Horrell, 2000, „Girl gamers and their relationship with the gaming culture‟ Convergence, 6: 36-53  D. Willams, N. Martins, M. Consalvo & J.D. Ivory, 2009, „The virtual census: representations of gender, race and age in video games‟ in New Media & Society, Vol 11, No 5.
  • 63. Some questions to consider?  What are your earliest video game memories?  Have you ever played a game where the represented characters seem problematic?  Has gender/race/sexuality ever caused you to question the representation?  Do games evoke stereotypes and cliches, and should we be concerned about these?  Games are often regulated (ratings system). Does regulation work to protect people?