Tuesday 29 October 2013

Anita Sarkeesian and Feminist Frequency

Anita Sarkeesian is a media critic and the creator of the website Feminist Frequency, which deals with feminism and popular culture across several different mediums, including gaming. She explores the representations of females within popular culture, highlighting issues on this topic and deconstructing the commonly seen stereotypes and tropes associated with female characters. She also highlights issues surrounding online misogyny and harassment, which she has been a victim of for speaking out about gender inequality in pop culture. 

Her video series Tropes Vs Women in Gaming was a Kickstarter funded project, which explores the use of tropes in gaming, focussing on females in particular. Her videos provide a broad understanding of a tropes history, as well as providing more in depth analysis on certain stand out characters and possible solutions to this widespread problem. 




I have found her website to be one of the most useful pieces of research that I have come across, as the videos are incredibly informative, not only in relation to the ridiculous amount of games she features, but also the historical and wider contexts relating to the representations of women and feminism.  

These are some screenshots of the online harassment she faced for speaking out against the male dominated gaming industry. 

Social media harassment, all abuse related to her gender, including violence, being told to get back in the kitchen, and also sexual violence such as rape.

Her Wikipedia page was vandalised, and the image was replaced with pornographic image of her.

Hacked accounts online, and attempts to distribute her personal information online. 


A game called 'Beat the Bitch Up'. 

The positive of this is that she wasn't silenced by the perpetrators, and she received 25 times the amount she had originally asked for on Kickstarter, and in reaction to the hate campaign, there was an outpouring of support and praise for her. 

TEDxTalks, 2012. Anita Sarkeesian at TEDxWomen 2012, TEDxWomen 2012. [online] Available at: http://www.youtube.com/watch?v=GZAxwsg9J9Q [Accessed 29 October 2013].

An Interview she did with IGN.

A few months ago I was interviewed by Paul Dean for an article at IGN entitled “Tropes vs Women in Video Games: Why it Matters”.
Our conversation touched on a wide array of topics, including my experiences with games growing up, heroic women of the 1800s, and how I’ve responded to the organized harassment campaigns against me, among other things. Most of this didn’t make it into the IGN piece, so we’ve published the full interview for you to read here:
Paul Dean: First of all, can you explain what Feminist Frequency is? How would you describe the site, and the work you do, to someone who had never encountered it before?
Anita Sarkeesian: Feminist Frequency is a video webseries that primarily explores representations of women in pop culture such as TV shows, movies, comic books and video games.  Mainstream popular culture has become, for better or worse, our dominant form of storytelling especially in Western cultures and these stories do have a profound influence on our lives, perceptions, values and belief systems — even if we don’t always like to admit it.  So my goal with Feminist Frequency is to explore the tropes, stereotypes and patterns that are most often associated with female characters in mass media.  Not all tropes are problematic, of course, so I focus specifically on deconstructing recurring patterns that tend to reinforce or amplify preexisting regressive notions or attitudes about women and women’s roles in our larger society.
The power of pop culture stories should not be underestimated and there is an enormous potential for inspirational stories that can have a positive transformative effect on our lives. If there is one thing I’d like viewers to take away from my videos, it’s that being a fan isn’t an all or nothing situation. It’s possible (and even necessary) to simultaneously enjoy a piece of media while also being critical of some of the more problematic aspects of that same media.
PD: Am I correct that the Feminist Frequency site and videos have been going for about three years now? What led you to start FF and were video games part of your original remit?
AS: Yes on both counts. I started my webseries in early 2009 while still in grad school at York University in Toronto partly because I was frustrated with how academia tended to present feminist theory in disconnected or inaccessible ways. I wanted to try and bring a sociological feminist lens to the limited and limiting representations of women in the media and then share that with other young women of my generation. YouTube was the perfect medium for that.
I intended my series to look at all aspects of popular media. Video games have always been a part of that equation and I’ve been looking for an opportunity to devote the time and energy to the analysis games deserve.  When I decided to do a follow up to my 2011 Tropes vs. Women series, I noticed that many of the tropes I wanted to include (like the Damsel in Distress) permeated many gaming narratives and so it just made sense to do a gaming centric series this time around.
This new series is especially exciting for me because games have been an influential part of my life since I was about 8 years old. My dad was a computer networking engineer, so while I was growing up our house was full of computers and he would always have a few machines loaded with games for me. When I was about 10, I remember I campaigned for months to convince my parents that the “Game Boy” was not in fact just for boys. Eventually I won the debate and got my first portable gaming device the following Christmas. So even though I’ve always been enthusiastic about games, I’ve also always been bothered and disappointed with the way women were represented much of the time.
PD: You’re a keen gamer, but you began your Kickstarter project to explore recurring female stereotypes in video games. How pervasive and how serious an issue is this?
AS: One of the reasons I decided to dedicate a series exclusively to video games is because the way women are represented in the medium is consistently abysmal. This fact is undeniable and there is just no way to sugar coat it. Don’t get me wrong I love gaming (and there are a small handful of amazing female characters out there) but the seriousness of the gender problem really cannot be overstated. Think of it this way, if gaming is the air we all breathe, right now the air quality is currently extremely polluted with thick clouds of toxic sexism with radioactive particles of misogyny floating around everywhere. The good news is that it doesn’t have to be this way! It’s in all of our interests to deal with the mess although, as I’ve found out recently, the detoxification process will probably not be an entirely pleasant one. In the end though, I truly believe it will create richer, healthier, more complex and inclusive gaming universes for people of all genders.
PD: Can I ask what you’ve been playing recently and what your responses to the depiction of women in these games has been? I noticed you recently tweeted about the female characters in Dishonored, which you felt disappointed by.
AS: I’ve been playing a ridiculous number of games over the past several months looking for either examples or counterexamples for each of the tropes in my series. I’ve also been revisiting a good amount of games I haven’t played since my childhood, which has been a little bittersweet to be honest. Mostly because along with all the fun nostalgia there’s also a number of seriously problematic gender representations, many of which I didn’t really notice back when I was a kid. So I’m playing (or replaying) everything from Zelda and Metroid to Secret of Monkey Island and Braid to the God of War and Bioshock series.
As you mentioned I recently played and enjoyed Arkane Studios’ Dishonored (especially the stealth options and the mystical listening heart!). The female characters in the game however were disappointing to put it mildly and I think they represent a failure of imagination. It’s a much longer conversation then we probably have time for here but let’s briefly examine the women in the game. First we have The Empress who might have been cool, except she is fridged within the first five minutes ending up in a pool of blood to provide a revenge motivation for the male hero (it’s also telling that there are zero other women in any positions of power or authority anywhere else in all of Dunwall). Next we have Emily who fulfills the damsel in distress role (twice). The rest of the female cast end up either in stereotyped roles or as set decoration (or both). We have cowering maids, suicidal prostitutes, the kindly caregiver, the evil mistress, the evil madam and the evil witch. It’s pretty standard stuff in game narratives unfortunately. Again, I say this as a fan of the game who’s hoping for a sequel.
The predictable defensive response to this observation I hear most often, from fellow gamers, is what I like to call the “historical accuracy” fallacy. I just have to facepalm at that kind of reaction for a number of reasons. First the game is not a historical document, it’s a fantastical alternative reality with steampunk style technology and supernatural powers derived from whale bones. Developers are perfectly willing to bend, twist or entirely throw out the laws of physics and no one bats an eye, but somehow it’s impossible to imagine even an alternative reality in which most women aren’t horribly oppressed, stereotyped or merely decorative. I’m certainly not saying all female characters need to be heroes but the “historically accurate” mantra is really just a flimsy excuse used to justify the continued exclusion of strong women from central or starring roles.
Second, even if a game was trying to be as historically accurate as possible, there were countless incredible women doing all kinds of extraordinary things in the 1800s to draw inspiration from. Ada Lovelace (1815 – 1852) is widely regarded as the first to conceive of computer programming. Sarah Emma Edmonds (1841 – 1898) disguised herself as a man and fought in the American Civil War. Harriet Tubman (1820 – 1913) was a union spy running rescue missions into confederate territory and was the first woman in American history to lead a military expedition. Annie Londonderry (1870–1947) was an international sports star for bicycling around the world. Ching Shih (1775–1844) was a pirate commanding a fleet of 1,500 ships that controlled the waters of the South China Sea. Mary Somerville (1780 – 1872) was one of many female mathematicians writing about math and astronomy in a time when women were formally barred from science fields. This is just a small handful of examples off the top of my head but there are countless extraordinary women from every era in history. Unfortunately, there is an enormous amount of ignorance out there about women’s historical contributions because their heroism (or sometime villainy) has been systematically downplayed, dismissed or written out of the history books altogether. So the truth is that inspirational women are, in fact, very “historically accurate” and as such there is just no excuse for the failure to include heroic female characters in modern games, regardless of the time-period or setting.
PD: Feminism still isn’t something that many of us encounter in our daily lives (either as a concept or as a reality) and some people are still unclear about what the term really means. What was your introduction to feminism? Was it something you grew up with an awareness of, or something you were later introduced to?
AS: Feminism was actually not part of my life growing up, at least not consciously. My generation has been caught up in an extreme cultural, political and media backlash against women’s rights. I hear far too many young people say, “I believe in the equality of women but I’m not a feminist,” and, to be completely honest, I used to be one of them. It’s a silly nonsensical statement to make, of course, because at its core feminism is about working towards equality through ending the systemic oppression of women in society. Despite this reality there unfortunately still exists a great many misconceptions and misunderstandings floating around out there about the word. Some of it is just ignorance but some of it is deliberate misinformation spread by regressive forces hell bent on trying to persevere the good old boys club.
If we look at the long and diverse traditions of feminist movements over the past 100 years we find that feminism has fundamentally transformed almost every aspect of our society. So in actuality everyone engages with feminism on a daily bases (especially in the west), but we have just been taught not to think of it as such. Feminist ideas have profoundly changed everything from medicine to law, from politics to science, from sexuality to economics. The fact that contraceptives exist and are widely available is one hard fought victory that traces all the way back to heroes like Emma Goldman (1869 – 1940). If women hold any decision making or management positions in your workplace for example, that is another direct result of feminist movements over the last several decades.  Despite all our gains though, we still have a long way to go to end the oppression of women and girls. In the United States specifically the statistics are grim, sexual assault and violence against women is still at epidemic levels affecting about 1 out of every 4 women and girls in the country. On the economic side women still face significant social and systemic barriers; only 15% of property is owned by women and women still only earn 77 cents on the dollar compared to men. In the gaming industry in particular only about 11% of developers are women and its still extremely rare to see games with exclusively female protagonists.
PD: After you launched your Kickstarter you started to receive a great deal of harassment from some areas of the internet. What sort of things happened?
AS: I did receive a tremendous and truly staggering amount of sexist harassment. I was attacked via nearly every facet of my online life by a loosely coordinated cyber mob.  All of my social networks were flooded with a torrent of misogynist and racist slurs as well as threats of rape, violence and death.  The wikipedia article about me was vandalized with similar sentiments.  When I publicly shared what was happening to me, the perpetrators responded by escalating their harassment campaign and attempting to DDoS my website and hack into my online accounts.  They also tried to collect and distribute my personal info including my home address and phone number.  They made pornographic images in my likeness being raped by video games characters which they distributed and sent to me over and over again. Attempts were made to discredit me and my project by creating and posting false quotes or fake tweets attributed to me. There was also a flash game developed where players were invited to “beat the bitch up”. Unfortunately I still receive threats and explicit images on a semi-regular basis. In December 2012, I gave a TEDxWomentalk where I discuss in more detail what happened, and how these large scale loosely organized Cyber Mob attacks operate.
These type of attacks are certainly not unique to my situation. Over the past year we’ve seen a number of cases where high profile women were targeted by a similar backlash including Bioware writer Jennifer Hepler, Aisha Tyler, and Felicia Day to various degrees. Of course the implicit underlying purpose behind these hateful harassment campaigns is to try and maintain the status quo of gaming culture as a boys club by creating an environment that is too toxic and hostile for women to endure.
PD: Were you prepared for this, and what was your response? What actions did you have to take?
AS: I’m an open and vocal feminist on the internet, so I’m no stranger to some level of sexist backlash.  Upon launching my fundraiser, I figured I would probably get the typical rash of sexist and harassing comments that regrettably tends to occur whenever I release a video.  But I can honestly say, I did not expect the torrent of extreme and sustained misogynist hate I received.
I have a few strategies for dealing with harassment. First having a good support network is important. Whenever possible I try to look through the worst of the comments and messages with friends who can offer moral support and witty observations. Second, I never respond to any of the hateful messages, emails or comments directly. Its just not worth it on a tactical level or frankly, on an emotional level. You really can’t have a well reasoned argument with folks spewing blatant sexism all over the place.
Instead, after long discussions and careful consideration, I decided to document the abuse I was receiving and strategically post portions of it online. I knew that by refusing to be silent, and making the abuse public, I ran the risk of further enraging my attackers (and becoming even more of a target) but ultimately I felt it was worth it to try and bring more attention to the epidemic of sexist harassment that women face everyday just for wanting to be full participants online.
PD: What advice would you give to someone else who experienced the same, and is it possible for someone in this position to hold such people accountable?
AS: If other women find themselves targeted either by a large scale cyber mob, or by a handful of hateful or harassing comments, it’s important to remember that you are not alone! Gendered harassment is sadly a very common occurrence in many online and gaming spaces but that doesn’t mean it’s okay or normal or that we should just “get used to it”.
If targeted, I find it’s always good to reach out to friends or peers who will listen and be supportive of you. Having others around (either digitally or in person) to offer moral support can make all the difference. I’d also suggest documenting the harassment via screenshots and archiving messages etc. I personally chose to publicly share my story but I understand not everyone is in a place to be able to do that and I definitely believe safety and emotional well being should always be prioritized. Finally, I’d suggest looking up ways to protect your online and personal privacy.
When it comes to the question of accountability, we obviously need our service providers to take online harassment seriously with built in structures and functionalities that actively deter bad behaviour and actually encourage good behavior. We also need to be creating a larger cultural shift away from impunity and towards a measure of social accountability.  This is a long process of course but it starts with community members (especially men) publicly calling out harassment and challenging misogyny when they see it. It’s critically important to make it clear that abusive behavior will not be tolerated in our digital spaces.  These small personal actions might not immediately change the mind or world view of the person doing the harassing, but if enough people speak up it can definitely help to create an environment where perpetrators will feel less comfortable and less supported in their abusive behaviour. Harassers might think twice before making a sexist, racist or homophobic comment next time around because they can’t be sure that their fellow gamers will just ignore or go along with it.
PD: As well as the negative responses to the Kickstarter, you also received enormous support, both morally and in backers. The Kickstarter closed far, far above it’s modest target. What does this mean for you and for Feminist Frequency, in the short and long term?
AS: I did receive an overwhelming and amazing amount of positive support from gamers and developers of all stripes and genders.  Many people expressed enthusiastic interest in my Tropes vs Women project as well as their deep outrage at the vicious harassment campaign targeting me for simply announcing my intentions to create the video series.
When I launched the kickstarter my initial goal was $6000, and I honestly wasn’t even sure if I could raise that much. I was pleasantly surprised when we hit that amount in the first 24 hours. In the end, nearly 7000 people backed the project and we received over 25x the initial goal. As a result the project has been expanded enormously to now include over a dozen videos as well as a free classroom curriculum.  We are broadening the scope and scale of the research and upgrading the quality of the videos with new production equipment and improved graphics.  Since the beginning Feminist Frequency had really been a part time side project but now because of the extra funding its become a full time endeavor. I’ve even been able to hire a producer for this project.
Additionally, the topic of online harassment has become a major component of this project so I’m also committing time to sharing my story by giving talks, doing dozens of media interviews and communicating with a handful of game studios and social media companies on the subject.  There have been many inspirational women speaking out about online and gaming harassment issues for a long time and my hope has been that I can use my personal story to contribute to this important and critical conversation.
PD: The events of the last few months, positive and negative must have had a profound impact upon you. Has it changed how you work, how you feel about what you do, or even changed you as a person?
AS: Honestly, this is kind of a difficult question to answer. The events in question have of course had a pretty substantial impact on my life both professionally and personally. I would be lying if I said that it isn’t sometimes a struggle to deal with this kind of persistent vitriol on a daily basis.  I think one possible response to this much vicious hostility would be to simply become jaded and cynical or to “grow a thicker skin” so to speak.  But I don’t think that the price of admission to the world of gaming should be to have to disconnect from your emotional capacity or distance yourself from your own humanity. I don’t think that’s a fair trade. Its simply not ok to ask people to jettison their ability to feel in order to deal with a constant barrage of threats, slurs and abuse. So instead I try to balance it all by focusing more on the tremendous outpouring of support for my project. That incredible encouragement has really inspired me and deepened my convictions about the work I do and I think is an indication that the industry, and gaming culture more broadly, is already in the process of changing for the better. Although, this metamorphoses may be slow and painful at times, there can be no doubt that change is happening and will result in a better more inclusive gaming culture for everyone.

Feminist Frequency, 2013. Full IGN Interview with Anita Sarkeesian. [online] Available at: <http://www.feministfrequency.com/2013/06/full-ign-interview-with-anita-sarkeesian/> [Last accessed 29 October 2013)

Sunday 27 October 2013

Action Chicks: New Images of Tough Women in Popular Culture

Action Chicks is a book that has been edited by Sherrie A Inness, and takes a look at the image of tough women in popular culture, both in film, tv and gaming. The most relevant chapter to my practice is one written by Claudia Herbst, offering an incredibly in depth analysis of Lara Croft, star of Tomb Raider, and one that is also quite disturbing.

Highlighted quotes from the introduction by Sherrie A Inness 'Boxing Gloves and Bustiers'

Action heroines might be tougher than in the past, but they also adhere to various stereotypes about how they are supposed to look and behave. This section teases out the complex, sometimes contradictory, strands that make up the modern action heroine.

Lara Croft is held up by those who promote 'grrrl power' as representing a powerful new image of womanhood. Herbst offers a more disturbing interpretation: Croft is an oversexualised stereotyped character who appeals primarily to males. To understand Lara's image, one has to recognise that she and other similar figures stem from computer technology connected to warfare. Herbst suggests the importance of acknowledging the computer industry and visual imaging technology that make Croft possible.

Highlighted quotes from Lara's Lethal and Loaded Mission by Claudia Herbst 

Into this land of war and violence has stepped a new figure, Lara Croft. The virtual heroine of the computer game Tomb Raider made her debut in 1996 and reportedly is her designer's idea of a dream woman. (Herbst, 2004; p22)

Lara, it has been pointed out before, exemplifies changing definitions of gender. Technology allows for a stylised representation of the female and permits her to be placed in the context of toughness and heroism that traditionally has been reserved for men. She adopts male forms of behaviour but is unmistakably female and highly eroticised; in a discussion of Lara, the question of gender is inevitably involved. (Herbst, 2004; p22)

Lara's role outside of the erotic and violent spectacle she provides for the sake of entertainment is worth investigating as her internationally recognised and discussed presence suggests a greater cultural relevance than thus far acknowledged. (Herbst, 2004; p23)

Lara Croft and other digitally generated heroines are the sexy messengers announcing a shift in the definitions of gender, and therefore a shift in the definitions of power, informed by state-of-the-art imaging technologies. (Herbst, 2004; p23)

Lara's hyperviolent design is as much a product of the game industry as it is a response to an audience demanding the excessive use of firearms and to a larger audience endorsing such a use. (Herbst, 2004; p24)

She is a sex symbol and is openly exploited as such. (Herbst, 2004; p25)

Technologically advanced cultures value visual representations. Of the five senses, vision is the most preferred sense of Western culture, a circumstance enhanced by the abundance and expansion of modern imaging and surveillance technologies. (Herbst, 2004; p25)

The gratification and pleasure of the gaze in the context of war and eroticism are closely related. The female is sought after with the intent of procreation (or the act leading up to it); the enemy inversely, is chased with the intent of destruction. Possibly that is why the new images of women currently permeating popular culture are a composite of sexualised aggression; in computer games and films today, the continued objectification of women in the offspring of the process or visualising sex and death, humanity's most frequently depicted spectacle. (Herbst, 2004; p26)

In the countless virtual worlds of military inspired computer games, the representation of the female body is pushed to new extremes. Hyper-realistic productions of sex and death reduce the female to a territory of lust and deadly menace. Based on Lara Croft's appearance, actions and equipment, she is a fine example of this trend. (Herbst, 2004; p26)

Lara offers a sexy identity void of demands and stipulations. The terrain of computer games has become the site of erotic spectacle; in it the virtual heroine, as Mulvey described, plays to the male, holds his gaze, and is utterly and completely in his control. (Herbst, 2004; p26)

Lara originates from a male dominated industry and gaming culture. The virtual worlds in which she makes her appearances are designed and implemented by men in their teens and twenties, focusing on the topics young men tend to focus on. (Herbst, 2004; p27)

Lara has been designed to please male urges. (Herbst, 2004; p27)

Not only is Lara subject to total control, the virtual space in which she was created allows for an entirely fantasy based design as the virtual body can take on any proportions and abilities unhindered by the limitations nature presents. (Herbst, 2004; p27)

Lara Croft is the virtual sex symbol of the digital age. (Herbst, 2004; p27)

Lara offers risk free excitement. (Herbst, 2004; p27)

Virtual female characters, such as Lara, have become hyper-real versions of the female persona. The virtual body is entirely synthesised, an exaggerated version of flesh and blood, and delivers what the real cannot: it omits all human imperfection. (Herbst, 2004; p27)

However, the fact that Lara's eroticised body does not exist only increases her desirability; her virtuality gives her existence more, not less, credence. (Herbst, 2004; p28)

The image of Lara has been employed in the promotion of female empowerment. Because she is born out of a male fantasy and so clearly caters for male desires, it is ironic that she has also become a poster girl for a new brand of feminism, recognised under the headings 'cyberfeminism', 'cybergirlzzz', and 'girrrlpower'. Women are supposed to ignore that the image of Lara was created neither by them nor for them. (Herbst, 2004; p28)

It would be an overstatement to claim that digitally created heroines such as Lara Croft present the audience with an entirely novel interpretation of a tough female character. Rather, she represents an excruciatingly exaggerated version of the female as tough. (Herbst, 2004; p28)

Lara signifies excess; at the site of her body an ongoing exhange takes place between sex and violence, one leading to and allowing for an amplification of the other. (Herbst, 2004; p28)

Lara and her peers are noteworthy not because they represent exteme version of the sexy, tough female. (Herbst, 2004; p28)

Virtual females such as Lara negotiate the loopholes of the provocatively acceptable. Her measurements, at times verging on the obscene, at times on the absurd, defy not only nature but also the properties of silicon. The image of Lara borders on the pornographic; what barely legitimises her design is the context of games and play. (Herbst, 2004; p28)

A tiny waist, such as Lara's, is considered seductive because it indicated she is not pregnant and thus "available" for the act of procreation. (Herbst, 2004; p29)

Lara's exaggerated hourglass figure signifies the forceful manipulation of the body, a practice nowadays mostly associated with sadomasochism. Her sexuality is emphasised by portraying her as a dominatrix. (Herbst, 2004; p30)

Lara's character often wears her trademark green rubber tank top, a material rarely paired with hiking boots but commonly found in the wardrobe of a dominatrix. Because of the manner in which she is depicted and the danger of violence (and thus pain) she represents, it is difficult to address the eroticism linked to her outside of the context of domination. (Herbst, 2004; p30)

Moreover, the sustained illusion of power and control is a key ingredient in the context of sexual domination. In Tomb Raider, the camera, the player's cinematic view, plays a decisive role in how Lara is perceived. Most other computer games are experienced through the eyes of the protagonist (in these 'first person' shooter games the player is often represented by a gun that appears on the lower half of the screen, a phallic symbol perpetually protruding into the field of vision). Tomb Raider belongs to the genre of "third person' shooter games, in which the virtual world is seen through the "eyes" of a third person. While the player controls her every move, cinematically she is depicted as though she is the leader and in charge. Lara is perceived to be the tough fighter, the one in control, kicking and shooting, when in actuality she is granted no autonomy whatsoever. (Herbst, 2004; p31)

Lara's sexuality is indistinguishable from the deadly danger she represents. Her body signifies femaleness in an overwrought way while her attitude emulates combat sensibilities. (Herbst, 2004; p31)

In many ways, she is a composite of traits that are the exact opposite of those traditionally identified as desirable in a woman, she is the antithesis of a caretaker. (Herbst, 2004; p31)

Her presence seems to deny the very question of menstruation, much less pregnancy and the potential of motherhood. Void of the dark, soft, and mysterious vagina, her body has become a hard instrument. (Herbst, 2004; p33)

Lara's body is designed to trigger sexual impulses leading up to reproduction but biologically she is clearly not capable of reproducing. Presumably male identity is less threatened and the need for exclusiveness reduced if the female body is no longer the mysterious and powerful place from which life springs. (Herbst, 2004; p33)

In an unprecedented way, Lara and her peers become sex and destruction symbolically unified. (Herbst, 2004; p34)

Lara puts an end to long-held convictions about the female in the context of organised violence. (Herbst, 2004; p34)

Throughout history and across cultures, reproduction has been associated with the womb. It was understood that the female body had to be present in all of the processes associated with the creation of life. This has changed as the capacity to visualise the womb and its processes has led to the capability to create life in the absence of the female. Cloning, for example, is a process that involves the visualisation of the mother's egg and the fusion of cells. Because the creation of life has become feasible outside of the context of the female body, the representation of the female and the meaning of gender have changed. (Herbst, 2004; p34)

It is improbable that virtual heroines such as Lara Croft would be conceivable and placed at the site of carefully constructed scenarios of violence if reproductive powers were still exclusively linked to the female body. Never before has the female body been depicted in a climate so saturated with violence and danger. (Herbst, 2004; p35)

Lara belongs to a collection of futuristic females who will no longer need to reproduce ; her womb has been substituted with technology. (Herbst, 2004; p35)

Despite the fact that Lara is represented as an empowered female, she appears to have lost something quintessentially female. Men may interpret her toughness and her tiny waist as sexy. Many women find her figure disturbing and respond negatively to the nature-defying design of her body. Perhaps what women are responding to is that biological femaleness as we have identified it in the past has simply been denied in Lara's design. (Herbst, 2004; p35)

The moment the body ceases to be the essential vehicle in the creation of life, its loss becomes more tolerable. In part due to reproductive technologies and in part due to the new virtual heroine, the womb - and therefore to a degree the female - is portrayed as expendable. (Herbst, 2004; p35)

Lara's three-dimensional representation as tough and sexy is understood not as fiction but as fact. The illusion of reality becomes more convincing as programming power steadily increases. (Herbst, 2004; p36)

Through modern imaging technologies, so often applied in the real and virtual production of death, the abuse of female characters gains entertainment value. Such abuse is not entirely new; the threat of violence directed against women has long been a device employed by the entertainment industry, and the tension created by such violence has been considered titillating by many. Only now, encouraged by the illusionary safeness of the virtual world of pretend, have threats against the female turned into the most direct and forceful assaults formerly reserved for the male. (Herbst, 2004; p37)

More than ever, overwrought sexiness is inseparable from the violence and aggression amidst which the female is placed. As though sex appeal was a prerequisite for danger, the female characters kick and kill in outfits more suitable for seduction than combat. (Herbst, 2004; p37)

The design of the virtual female makes distinct reference to masochism, the treatment of women on the big screen, equally eroticised, in unequivocally sadistic, especially in these game-based films. (Herbst, 2004; p38)

Lara's design is not only overtly sexual; her guns are a constant reminder of deadly violence, and the title of the game places her in the context of tombs and graves. It is the continuously visualised simultaneous transgression of the sex and death taboos that is utterly exhilarating and during which the female suffers so intriguingly. Her suffering, depicted as safe and without consequences, particularly in games and in the films inspired by them, satisfies a sadistic appetite. (Herbst, 2004; p38)

Lara exemplifies fascist fantasies of hardness and toughness typically projected onto the male body. (Herbst, 2004; p38)

The hatred for women is deeply rooted in and results from extreme states of conflict such as war. Because the female has joined the ranks of combatants, terrain clearly marked for the demonstration of violence, the hatred directed against the female, according to Theleweit, is represented as justifiable. The fact that she is now a solider legitimises her as a target. The actions on the screen instruct us that the hatred and dread of women no longer needs to be repressed but can discharged with fury.(Herbst, 2004; p38)

Though we tend to think of war as the exception, virtual heroines like Lara exist continuously and exclusively in states of conflict and are portrayed in settings that ignite hatred against them. In this context, it should be remembered that war and sexual violence against women are inseparable. The accounts of assault against women during war, particularly against their reproductive systems, including rape, forced sterilisation, and sexual slavery, are as horrifying as they are endless. (Herbst, 2004; p39)

As the newfound female invincibility breaks with the previously prevalent images of incompetence and weakness, women and men, for different reasons, have embraced women's latest, tough identity. (Herbst, 2004; p39)

Women's onscreen ability to survive serious physical assault largely unscathed inadvertently implies intolerance of violence against women. (Herbst, 2004; p39)

Definitions of power may be flexible, but they are invariably formalised by those in power. In the past, killing has been defined as the ultimate power, a power generally attributed to men. In the new images portraying women as tough, this formerly exclusive power is quite suddenly generously attributed to the female. (Herbst, 2004; p40)

Lara's most basic of human rights, survival, is challenged continuously. Like a gladiator, she knows no other form of existence than to defend her own life and to take the lives of others. She has no rights or options; her world is not one of empowerment but one of desperation. The potential for violence and equality should not be equated as violence undermines the structure necessary for equality to flourish. (Herbst, 2004; p41)

Her notoriety should be interpreted as an indicator that ideas promoted by computer games and digitally enhanced films are far reaching. (Herbst, 2004; p41)

Whereas, until recently, we were supposed to be alarmed violence, we are now encouraged to glorify it. (Herbst, 2004; p41)

The images of the virtual, violent female will at least facilitate, if not ensure, her physical manifestation. While these trends can be expected to profoundly affect women's lives, they scarcely reflect women's perspectives or interests. (Herbst, 2004; p42)

The current transformations in gender and power definitions originate in the military and the sciences, the male cornerstones of computer technology. As long as technology remains firmly rooted in these disciplines, it is unlikely to be applied in the creation of a positive female role model. (Herbst, 2004; p42)

For now, Lara may look like a sexy and powerful messenger; nevertheless, the voice of the female remains suspiciously absent from her mission. (Herbst, 2004; p42)

Inness, S.A., ed., 2004. Action Chicks: New Images of Tough Women in Popular Culture. Basingstoke: Palgrave Macmillian.

Herbst, C., 2004. Lara's Lethal and Loaded Mission In: Inness, S.A. ed. 2004. Action Chicks: New Images of Women in Popular Culture. Basingstoke: Palgrave Macmillan. . 

Media, Gender and Identity by David Gauntlett

Highlighted quotes from Media, Gender and Identity by David Gauntlett. This book has interesting information on media theorists, as well as a small part dedicated to gender and gaming.

Fiske: Audience Power (Pages 27 - 29)

Fiske's work represents a view diametrically opposed to Adorno's. Near the start of Understanding Popular Culture he tells Adorno fans bluntly:
Popular culture is made by the people, not produced by the culture industry. All the culture industries can do is produce a repertoire of texts or cultural responses for the various formations of the people to use or reject in the ongoing process of producing their popular culture. (1989a: 24) (Gauntlett, 2008; p27)

In other words, the power of the audience to interpret media texts, and determine their popularity, far outweighs the ability of media institutions to send a particular message or ideology to audiences within their texts. This position did not, of course, appear out of the blue. Stuart Hall's 'encoding/decoding' model (1973) had already suggested, in more modest terms, that a media message could be 'decoded' by the audience in different and unpredictable ways. (Gauntlett, 2008; p27)

We should note that although Fiske was opposed to the cynical stance of left-wing critics like Adorno, Fiske's arguments are not (intended to be) a 'right wing' response. Instead, Fiske comes across as an upbeat leftie and a 'man of the people' who wants to show that 'the people' are not foolish dupes. (Gauntlett, 2008; p27)

A singular mass of consumers does not exist: there is only a range of different individuals with their own changing tastes and a 'shifting set of social allegiances' which may or may not relate to their social background, and which are complex and contradictory (Fiske, 1989a) (Gauntlett, 2008; p28)

Fiske does not deny that we live in a capitalist and patriarchal society, but suggests that it is silly to think of popular culture as a manufactured thing imposed by capitalists upon the unsuspecting masses. 'Culture is a living, active process: it can be developed only from within, it cannot be imposed from without or above' (p 23). (Gauntlett, 2008; p28)

Instead they reflect what is genuinely popular. (Gauntlett, 2008; p28)

The public choose which items they actually want and like. (Gauntlett, 2008; p28)

People relate to their current favourite single or film, as they relate to all media texts, in a complex, shifting way, based in their own identity, which is unique to themselves. (Gauntlett, 2008; p28)

Nevertheless, Fiske says there is an 'overspill' of meaning (p. 70), so that most texts contain the 'preferred' meaning -  the one intended by its producers - but also offer possibilities for consumers to create their own alternative or resistant readings. (Gauntlett, 2008; p28)

Fiske therefore answers the Pop Idol conundrum: consumers have not simply been duped into conforming to the demands of the culture industry; rather, viewers have taken the contestants into their hearts, literally and individually. They buy the singles and albums by the winners because they feel that they have developed a personal connection with these people over several weeks of televised trials and tribulations. (Gauntlett, 2008; p29)

The obvious criticism of Fiske's work is that it is far too optimistic about the challenging impact of mainstream texts - or to be precise, the challenging consequences of people's own unique readings of mainstream texts. But it's certainly a thought-provoking response to Adorno's extreme pessimism. (Gauntlett, 2008; p32)


Gender and Video Games
In video games, the representation of men and women is more stereotyped. By their nature, video games are typically about action rather than reflection, and male characters in games are often brutal gangsters or grunting soldiers. Female player characters are not weak - which would make for boring game play - but are usually fighters who are meant to have a particular 'sexy feminine' allure (Jansz and Martis, 2007) (Gauntlett, 2008; p68)

Gauntlett, D., 2008. Media, Gender and Identity. 2nd ed. Oxon: Routledge

Internet Advertising Bureau UK Gaming Britain

http://www.iabuk.net/sites/default/files/research-docs/Gaming%20Britain%20-%20booklet.pdf

This is a link to the Internet Advertising Bureau's digital booklet which shows data on the gaming habit of the UK. Although not as detailed as the report created by The ESA in America, it does offer information of game playing between the genders, which is again a very interesting read.



Both this report and the ESA report both show that game players are in a majority, and that it is a past time that continues to grow in popularity and become more and more mainstream. Both reports also found interesting data on women gamers, with a very close percentage split. Of course, this is reporting not only on video games, but also includes the use of mobile and internet gaming. However, this still means that a female audience is engaging with gaming at a level almost equal to males, and I wonder if the gaming industry is properly catering to this audience. Internet Advertising Bureau, 2011. Gaming Britain: A Nation United by Digital Play. [pdf] London: Internet Advertising Bureau. Available at: <http://www.iabuk.net/sites/default/files/research-docs/Gaming%20Britain%20-%20booklet.pdf> [Accessed 27th October 2013].



Entertainment Software Association Essential Facts 2013

http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

This is a link to a pdf of data found by the Entertainment Software Association in America about game players and the video game industry. I thought that this would be a useful piece of information to have, as I was trying to find a solid number that would tell me how many females are playing video games, amongst other facts that relate to this extended essay. Of course, with this being data based only on America it can't give me a complete insight into video gaming in western culture.

“ No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new
products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.”
 — Michael D. Gallagher, president and CEO, Entertainment Software Association

Facts found from this
58% of Americans play video games

The average age of game players is 30. 
32% under 18
32% 18-35
36% 36+ years

Gender of Game Players
55% Male 45% Female

Women 18 or older represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (19%).

Of the most frequent game purchasers, 54% are male and 46% are female





Entertainment Software Association, 2013. Essential Facts About the Computer and Video Game Industry.[pdf] Washington, Entertainment Software Association. Available at<http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf [Accessed 27 October 2013].



Saturday 26 October 2013

Context of Practice: To Do List

Speak with Lorraine about practical project in more depth, get some clarity on a concept.

Order relevant books out of the library -
1. Living Dolls: The Return of Sexism
2. Interrogating Post Feminism: Gender and The Politics of Popular Culture
3. Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
4. Third Wave Feminism: A Critical Exploration

Look into potential case study on Lara Croft.

Begin work on a literature review

Organise a structure for my dissertation, outlining chapter titles and picking out key arguments to present in each chapter.

Create a writing timetable.

Seek out advice on how to write academically.


Wednesday 23 October 2013

Organising your Research Project

Getting organised.
Doing your Research Project - Judith Bell.
Study skills section in the library.

Quantitative vs Qualitative

What it is you're doing/trying to achieve? What sort of research methods are appropriate?
The research will yield the best results for your project.
Action Research
Reflective diaries, research logs. Using them to improve and extend on what you were doing before?

Research methods only gain validity within the context of your own project.

Don't try to shoehorn theories into this project. Only choose relevant methods.

Come up with an organised/detailed project plan. Need to start coming up with this. Covers everything, timetabled up until deadline.
Write down all questions you want to investigate.
Consider each on their merits and focus on two (primary and secondary question)
Write an a4 'first thoughts' sheet for each - what am i trying to achieve by studying this question?
Why are you interested? Need a reason. What do you want to do with it? PURPOSE.
Decide on a 'working title'.

Project Outline
Consider timing
12 weeks to plan out (!!!!)
Consider holidays/work/life
A week by week plan will help enormously.
Think about your working title and the different component parts that need researching.
Allocate timings to each.
Draw up a project outline based on the above.
Allow generous time for initial reading and writing up.
Be disciplined.
Factor in tutorials. How these relate to your research. Consult with supervisor.

Reading takes more time than you think
How much can you actually read in 100 hours?
Start by trying to find out all the key texts on your chosen topic.
Focus your reading based on an initial assessment of this survey.
Find key texts and plan time to read these
Find secondary sources/criticisms of key texts
Use journals (jstor.org)
Start creating literature reviews as a way to organise your research and findings.
Harvard reference everything as you go.
Harvard ref, key concepts, comments, applications and questions.

Consider the ethical implications of what it is you're studying.
Does the research involve human participants? If so have you taken care to assure that no harm is done to them?
Does the project involve the vulnerable?
Will it be necessary for participants to give consent?
Will the study involve discussion of sensitive topics?
Are there issues of safety? Psychological stress or anxiety?
Will financial inducements be offered?
Will you guarantee anonymity/right to withdraw?
Permission from participants employer?

Referencing: Properly and digitally straight away. Compile bibliography immediately.

Questionnaires? Discuss questions with supervisor.
Avoid ambiguity, imprecision or assumption.
Also avoid double, leading, presuming or offensive questions.
More than one way to ask a question, they will yield different results.
Always pilot your questionnaire. Decide on sample size. Specify a return deadline. Record responses as soon as complete.

Interviews
Is an interview the best way of investigating your topic?
If so, begin to word questions and discuss with your supervisor.
Structured or unstructured interview?
How will you analyse questions?
Watch for bias.
Plan the interview/prepare the room.
Introduce yourself.
Tape record the interview (permission needed) to be transcribed.
Agree the accuracy of notes with the interviewee.

Observation.
Decide exactly what you need to know?
Participant/non participant observation?
Request permission to observe.
Pepare and plan observation carefully.
Devise a suitable grid, checklist or chart.
Analyse and interpret data, removing bias.

Critical diaries/Reflective logs
Make sure you are clear about the purpose?
Be disciplined - regularly update the personal diary or offer clear guidelines/ deadlines for second party diaries.

Checklist.
Don't procrastinate, start now.
Plan research methods carefully. Relevant detailed critical methodology.
Select appropriate methods.
Complete an ethics self assessment.
Complete an extensive literature review.
Document all stages of the process carefully. Produce a detailed project outline, with timings, and stick to it.
Get the most from your supervision.

The Lara Phenomenon: Powerful Female Characters in Video Games

This is another study found from my research during summer which provides useful insights into my subject, and that I will hopefully be using in my extended essay. It was written by Jeroen Jansz & Raynel G. Martis.



Highlighted quotes and facts from the study

Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally white.

In our study we investigated the so called 'Lara Phenomenon,' that, the appearance of a competent female character in a dominant position.

We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualised emphasis on female features. Most game characters belonged to the dominant white race, the heroes exclusively so.

Playing electronic games on a personal computer, a game console, a handheld device, or on the internet is a relatively new, but increasingly popular kind of mediated entertainment.

The massive popularity of female protagonist Lara Croft ever since the release of the first Tomb Raider game in 1996 seems to have paved the way for a woman who contrasts the stereotype (Kennedy, 2002; Rehak, 2003).

Previous researchers from a variety of backgrounds have shown that media representations provide an important source for the construction of meaning in everyday life. People actively interpret what they have seen in the media to attribute specific meaning to, for example, their social relations or their identities. (Brown, Dykers, Steele, & White, 1994; Cohen, 2001; Gauntlett, 2002; Giles, 2002; Giles & Maltby, 2004).

Interactivity has distinct consequences for the reception of game content. First, enjoying a video game generally means that players are drawn into the represented world and become less aware of the mediated quality of the experience (Klimmt & Vorderer, 2003). The resulting feeling of 'being there' is generally referred to as a state of "presence" (Lee, 2004). Presence conceivably may intensify the gamer's reception of game content in order to construct personal meaning. Second, interactivity may also have consequences for the gamer's identification with characters represented in the game. Many video games enable their players to enact identities in the most literal sense of the word. Gamers can actually 'be' their characters in a playful virtual reality.

Overall, Dietz noted, video games were dominated by masculine themes, as, for example, action, war, violence, competition and sports. She added, parenthetically that almost all characters were white (Dietz, 1998).

In conclusion, the results of previous studies indicate that many video game titles, published over a lengthy period of time, were dominated by male characters. Female characters appeared in submissive roles.

The dominant trend should not blind us to the fact that the results of Ramirez et al. (2002) seem indicative of some change. They reported that 50% of the female characters held a dominant position, and they even found five male characters in a submissive position.

The first additional criterion for inclusion was the diversity of the cast of character with respect to gender and race. If we want to study the portrayal of men, women, and different races, these groups must obviously be present in the game. The second criterion was the narrative nature of the game: A storyline was considered necessary because we wanted to determine both the role and position of the characters.

The cover illustrations are static pictures that cannot give detailed information about the role and position of the character within the game. The random selection of material has two disadvantages. First, the selection is dependent upon the game competence of the researcher...and second, the selection may result in analysis of a sequence that is not informative.

In selecting the introductory film of the video game as our data. This short film provides a clear outline of the game, its main characters, and the dominant storyline. It is, in other words, an adequate summary of the game, its purpose, and its content.

The analysis of our selection of 12 video games resulted in a set of 22 characters. Two games did not have a second or supporting character in the introductory film: Splinter Cell focused exclusively on protagonist Sam Fisher, and Tomb Raider: Angel of Darkness focussed exclusively on Lara Croft. Our analysis showed a dominance of male characters in the games. Thirteen of 22 game characters (about 60%) were men. A difference appeared between characters who had a leading part in the game and those in a supporting role. Among the leading characters there was an equal gender distribution (six men; six women) but supporting characters turned out to be seven men (70%) and three women (30%).

The majority of characters in the video games were white (15 of 22; about 70%)

It comes as no surprise that the leading roles, or protagonists, in the game held a dominant position with respect to other characters. It should be noted, though, that there was no difference in this respect between male and female leaders. The supporting roles showed an interesting contrast. First, female supporters held either a dominant or an equal position in the game. In other words, we did not observe a female character in a submissive position. Second, there were three male supporters (43%) observed in a submissive position, one held an equal position, and three were dominant. The three men in supporting roles that had a submissive position functioned as a helper, or a friend, but not as a victim. In our sample of games, the two victims turned out to be male, and they held a dominant position in the game. This seems paradoxical, but it is not. Sometimes, a dominant character is seriously injured by a monster, for example Shadowman 2; The Second Coming.

Stereotypes are often linked to social positions and roles. With respect to the roles played in the games the hero role was observed in 60% of the cases (13 of 22 characters). This was followed by the friend or helper role (18%), the villain (9%), the victim (9%), and the tough character (5%). A result counter to traditional gender stereotypes is that all women in leading roles played the part of the heroine. Leading men were generally heroes, but Tommy Vercetti from GTA Vice City embodied the exception.

Male characters in supporting roles were mostly friend or helper. The three supporting women played a diversity of roles: heroine, friend or helper, and villain.

The characters' clothing and physical features are important markers of gender and race. Sexy attire was mainly, though not exclusively, observed worn by female characters. The male figure Dante (Devil May Cry 2), for example, was presented in an explicit, sexy and seductive outfit. The clothing of Lucia from Devil May Cry 2 and Jennifer from Primal confirmed the common stereotype about women's sexy attire. The game characters generally had well shaped bodies: a heavy body was the exception; most characters were depicted with normal, or thin bodies.

A majority of the male characters (8 of 13; 60%) were portrayed with emphasised musculature, often in an extreme form. Our observations confirmed the importance that is generally attributed to breasts in a game context, especially in games designed for a 'mature' audience (Beasley and Standley, 2002). Most female characters had large breasts (seven of nine; 77%) as illustrated by Lara Croft and Jennifer (from Primal). Buttocks also were difficult to ignore. They were particularly emphasised among female characters (seven of nine; 77%) but about 25% of the male characters also appeared with eye catching behinds.

Our content analysis of 12 introductory films or video games confirms the trend observed by earlier researchers; games are dominated by male characters (Beasley & Standley, 2002; Children Now, 2001; Dietz, 1998; Downs & Smith, 2005; Haninger & Thompson, 2004; Provenzo, 1991).

Also, our results seem to indicate that the number of female characters in recent games is far larger than it was in earlier games. However, drawing this conclusion could be premature, because our sample may have been biased toward a higher prevalence of female characters: we did not draw a random sample but deliberately selected popular games with a diverse cast of characters. The sample we analysed warrants though conclusions about changes in the position of male and female characters. Women and men were distributed equally in the class of leading characters (six women and six men) and women occupied a dominant position as often as men did. This is altogether different from the exclusively male leading characters in the studies by Provenzo (1991) and the Children Now (2001) team and quite different from the tiny percentage (15%) of female heroes found by Dietz (1998). In addition, we found no submissive female characters at all. Women in our set of 12 games were equal to men, or they dominated them. This contrasts with the presence of submissive female characters in all other studies.

Our results underline a tendency toward a different portrayal of female characters that was already observed in earlier research (Ramirez et al. 2002) We labelled this tendency the 'Lara Phenomenon' that is, the appearance of a strong, and competent female character in a dominant position.

The actual roles observed in video games were very limited. Three of them corresponded with Propp's (1968) characters: hero, villain, and helper. In addition, we found depictions of victims and tough characters.

One would expect more diversity in the roles portrayed. The physical features of male and female characters in our study was stereotypical, as found in four earlier studies (Beasley & Standley, 2002; Children Now, 2001; Downs & Smith, 2005; Haninger & Thompson, 2004). The majority of male characters were depicted with extreme musculature. Female characters were generally portrayed with am emphasis on their buttocks and large breasts, scantily clad in hyper-sexualised dress.

The set of studies about game content in the past dozen years, including the project reported here, allows us to conclude that white characters predominately populate video games. They are generally male. The roles men and women play in video games have changed in recent years. As leading characters, women hold a position they have never held before. It seems that representation of men has been less subject to change, although some of the male characters have recently held non-dominant positions. Gender stereotypes are particularly robust with respect to physical features. Men are still represented as hyper-muscular characters and women as hyper-sexualised characters. In other words, quite a few women became leaders in the games, but they continue to be presented in a sexualised way. As a result, these powerful women are depicted as sex objects as much as their powerless predecessors were (Labre & Duke, 2004).

The cast of many games enables male adolescents to enact extreme forms of masculinity that are unattainable in their daily lives (Jansz, 2005). These young men may also enjoy the objectification of women in video games: The virtual women may come to function as 'eye candy' for them. The situation is different for women. The gender stereotypes in video games probably are an important reason why (young) women play less than men do (Williams, 2006). Women who do play video games may experience contrasting consequences. On the one hand, they generally play disproportionately thin characters with exaggerated female characteristics that may teach them ideals about femininity and beauty that are possibly damaging to their health (Botta, 1999; Labre and Duke, 2004; Smith, 2006). On the other hand, the Lara phenomenon may be empowering for female gamers. The female characters they are playing may look odd, but they are competent and occupy a powerful position in the virtual world of the video game.

Jansz, J. Martis, R.G. 2007. The Lara Phenomenon: Powerful Female Characters in Video Games [online] Available at: http://link.springer.com/content/pdf/10.1007%2Fs11199-006-9158-0.pdf

Gender and Racial Stereotypes in Popular Video Games

This is a study that I found over the summer based on both race and gender, offering some interesting insights into the subject. Written by Yi Mou and Wei Peng.


Highlighted quotes and facts from the study.

A recent NPD Group (2006) study reveals that 92% of children aged 2-17 play video games, and almost half of all "heavy gamers" are 6 to 17 years old.

A stereotype is a mental "shorthand which helps to convey ideas and images quickly and clearly" (Courtney and Whipple, 1983, p. 205)

Stereotypes serve multiple purposes in a variety of cognitive and motivational processes (Hilton & von Hippel, 1996).

In traditional media, gender and racial stereotypes are the most pervasive two. In mass media, compared to female characters, male characters appear more frequently, talk significantly more, and engage in noted behaviours more, such as achieving and showing leadership (Thompson & Zerbinos, 1995).

Exposure to these distorted images can have a negative effect on users' perception of women and minorities (Omi, 1989). For instance, women are usually perceived as subordinate and passive-dependent to men, with sexual relationships as central in life (Cantor, 1987).

Dietz's (1998) study was one of the earliest studies to examine stereotypical portrayals in video games. The content analysed both the portrayal of women and violence in a sample of 33 most popular Nintendo and Sega Genesis video games.

Not surprisingly, Dietz (1998) found that 41% of the games were devoid of female characters. Only 15% (5 out of 33) portrayed women as heroes or action characters, while 21% (7 out of 33) portrayed women as victims or as so called "damsels in distress". At the same time, in 28% of these games, women were portrayed as sex objects based upon physical appearance or sexually-oriented actions.

Beasley and Standley (2002) particularly focused on the appearance of female characters, using clothing as an indicator of sexuality... Beasley and Standley (2002) found a significant sex bias in female characters. Of the 597 characters coded, only 82 (13.74%) were women. A majority of the female characters wore clothing that exposed more skin than the male characters.

A follow up study by Downs and Smith (2005) demonstrated a similar result....Compared to male characters, females were more likely to be represented in a hypersexual way: being partially nude, featured with an unrealistic body image and shown wearing sexually revealing clothing and inappropriate attire.

Similarly, Haninger and Thompson (2004) found that in the sample of 81 teen-rated video games, women were significantly more likely to be depicted partially nude than men. In addition, there were much more male playable characters (72 out of the 81 games) than female playable characters (42 out of the 81 games).

Early content analysis studies consistently found that female heroes or female action characters were absent in video games. However, recently a new trend called "Lara Phenomenom" emerges, which refers to "the appearance of tough and competent female character in a dominant position" (Jansz and Martis, 2007, p.142)

Female features were exaggerated by sexy and attire and thin body.

Of the 19 games from the top 20 most popular games, five games (26.3%) were adventure games; five (26.3%) were action games; four (21.1%) were driving games; three (15.8%) were sports games; and two (10.5%) were role playing games. Two out of the 19 (10.5%) had no characters at all and both of them were driving games. Eleven out of the 19 (57.9%) had both male and female characters; while six out of the nineteen (31.6%) had no female characters at all. One third of the "E" and "T" rated games did not include female characters. Most of those games without females were sports, adventure or action games.

There was no leading female character across the sample.

More than one third of the supporting characters (43.3%) were female.

Chi square analysis revealed that females were more likely to be in the supporting role position than males. In addition, female characters were more likely to be portrayed as the rescued.

Among all the female characters in the trailer, over half of them, (58.3%) appeared unrealistically thin, and 25.0% wore partially revealing clothing. However, all but one male character in the trailers appeared with partially revealing attire, and most of them had a or normal or heavy body.

Females were more likely to appear with partially revealing clothes and unnaturally thin than males.

(Game characters on Covers)
In total, there were 26 human characters on the covers of the 19 games; 22 (84.6%) were males, while only 4 (15.4%) were females. The only four female characters appearing on the game covers were all unrealistically thin, and half of them wearing partially revealing attire such as bathing suits.

It is clear that gender was portrayed in an unequal way. Male characters, especially white male characters predominate in video games.

There is almost no female or minority character in leading role in popular video games.

Even though the proportion of female characters appearing in video games is increasing, female characters appear in stereotypical roles. Females are predominately supporting characters, who are either to be rescued or assistants to the leading male character.

The portrayal of female characters is consistent with the stereotypical mass media female characters.

The attire and body image of the female characters are often very sexy, with revealing attire and unnatural body (either very thin or very voluptuous). Yet male characters are portrayed in normal or masculinised way.

The representation and portrayal of female and minority characters might have significant impact on the players, especially adolescent players who are in the developing stage to form their self-identity, self-image, gender role perception, as well as their expectation of and attitude toward the other gender and other racial groups.

As a special type of media figure, game characters might also influence adolescent. As it is found that stereotypical gender roles are prevalent in games, it is very likely that this stereotype will influence how adolescent form their own identity and attitudes toward the opposite gender.

The weak, supporting role of females also instil the message that women are weaker and need help from men.

In the game industry, only 16% of the work force is female (Haines, 2004). The predominance of male characters in the video games also raises the concern that video games are made by males for males.

Girls hardly can find a female leading character as an avatar to represent themselves in the game, which might make girls lose interest in video games in the first place.

The disproportionate gender representation and the gender role stereotyping of game characters might be the reason why girls dislike video games and fewer girls than boys play video games (Hartmann and Klimmt, 2006).

Mou, Y. Peng, W., 2009. Gender and Racial Stereotypes in Popular Video Games [online] Available at: https://www.msu.edu/~pengwei/Mou%26Peng_gender%20and%20racial%20stereotype.pdf

A Content Analysis of Female Body Imagery in Video Games

This is a piece of quantitative research that I found over summer that explores the use of female body imagery in video games, looking at it from an objective statistical perspective.

Written by Nicole Martins& Dmitri C. Williams& Kristen Harrison & Rabindra A. Ratan




Having been written in 2009, I believe this to be a study that can provide relevant evidence to my extended essay.

Highlighted quotes and statistics

Video games are a popular medium and now vie with movies and television for mind share among consumers. In fact, among some populations (e.g adolescents) people spend more time with video games than with television (Sherry et al. 2006)

Using cultivation theory as a framework, the images in these video games were examined to see if they reflected actual bodies found in the U.S female population. This study also investigated whether female video game characters varied by levels of realism, and whether processing power of video games and consoles emphasized or deemphasized certain body proportions of female video game characters. Finally, differences by game rating in the body proportions of female video game characters also were tested.

A variety of sociodemographic and individual differences can produce sharp variations of cultivation patterns. The most common of these is a phenomenom called mainstreaming, whereby heavy television viewers' beliefs tend to share a commonality that lighter viewers' beliefs do not. Mainstreaming effects have been found for expectations of the ideal female bust, waist and hip sizes.

Lara Croft, the popular heroine in Tomb Raider, for example, resembles a "pin-up" with conspicuously thin waist and hips and large breasts.

Consoles and games with less power are likely to feature characters that are cartoonish, or they may compensate in unforseen ways. Games with higher processing power are likely to feature more realistic characters because they have the technological capacity to do so.

Video game realism is an important variable to examine when considering the potential impact of video games on game players.

134 characters, 98 of the characters were coded as white.

For each adult female human characters, the height, head width, chest width, waist width and hip width were measured in inches.

To assess realism, codes were instrcuted to code each character for how much detail and pixelation was present using four categories: little to know detail (1) some detail (2) moderately detailed (3) and very detailed (4). Very few of the characters were coded as minimally detailed (19%) or very detailed (10%). Therefore, response options were collapsed into detailed (n=81 x= 92) and not detailed (n=54, x=92).

We also explored differences by game genre, but did not find any meaningful differences; thus they are not reported.

RESULTS
Research question 1 asked if the body sizes of female video game characters reflected the body sizes of the average American female. Single sample t-tests indicated that the video game characters were significantly different on every dimension as compared to the real world sample. Specifically, video game characters had significantly larger heads...had smaller chests...smaller waists...smaller hips...as compared to the real world sample.
Research question 2 asked whether game characters' proportions would differ by the level of realism. Single sample t-tests revealed that the highly rendered characters were significantly different from the CAESAR sample on every measurement. Once again, highly rendered video game characters had significantly larger heads. On the other hand, highly rendered video game characters had significantly smaller chests... smaller waists...smaller hips.  These results suggest that more realistic female video game characters conformed more to the thin ideal than did the less realistic characters.

The realistic video game characters' chest, waist and hip sizes are significantly smaller, resulting in a figure that conforms to the thin ideal seen in other media.

Female characters in games rated for adults had significantly smaller chests...smaller waists...smaller hips as compared to the CAESAR sample.

Overall, the results show marked differences in the way females are portrayed in video games in terms of differing levels of photorealism and game rating. Although the statistical significance thresholds do not allow strong statements, it appears that female video game characters at the highest level of photorealism and in games rated for children feature thinner female characters.

This study found that females in video games had significantly larger heads, but smaller chest sizes, waists and hips than the average American woman. This finding provides some empirical support for the notion that this medium is presenting female body shapes that conform to the thin ideal observed with other mainstream media (Byrd-Bredbenner 2003; Sypeck et al. 2006)

Highly photorealistic games may be more likely than less photorealistic games to activate body dissatisfaction and a drive for thinness among female gamers, and to support the idealisation of a markedly thin female body among male gamers. Gamers who encounter these characters would view a female who is 5'4" tall, with a 29" bust, 22" waist and 31" hips.

If gamers are not likely to process images that are too realistic, nor process images that are too cartoonish in nature, why study the body imagery in video games at all? The answer can be found in fields where the uncanny valley has already been crossed. In advertising, digital manipulation is subtle enough to fool even educated consumers.

Eventually, the body shapes found in games may have a norming influence akin to manipulated advertising images like magazine characters (Harrison and Cantor 1997; Stice and Shaw 1994) and television characters (Botta 1999; Harrison 2000b) do.

An additional point to make when we think of effects processes is that the audience for games has been largely male (Fact and research: Game player data 2007) The audience, then, has made this medium different from television or magazines and this has two important implications. First, the male audience for this medium implies hat male body-image may be impacted by the male ideal (eg muscular) often shown in popular video games. A

A second implication of a predominately male audience is that attitudes and expectations for how females should look may be most impactful among men, rather than as aspirational, or body dissatisfation-inducing figures for women - although this may certainly occur.

Williams (2006a) has suggested previously that games and gender work as a cycle: games feature more males and so attract more young males to play. Those males grow up and are more likely to become game makers than women, perpetuating the role of males in game creation, and so on. Indeed, a recent survey revealed that 89% of professionals in the video game industry were male (Game developer research, 2007).

Harrison, K. Martins, N. Ratan, R. Williams, D.C. 2009. A Content Analysis of Female Body Imagery in Video Games [online] Available at: http://dmitriwilliams.com/femalebodies.pdf