essay prep

I produced a school based game which incorporates violence. My main character is a women in power who has control. I labelled her as this as it is not stereotypical as she’s not presented as a ‘damsel in destress’

Further to this I have enlarged her breasts and singed in her waist leading to more attention on the buttocks which is the stereotypical idea of a women’s body. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey she is a character “establishing ways of looking and spectacle”. However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier.

REPRESENTAION – DIVERSITY

Diversity in video games:
DIVERSITY MATTERS

‘Playstation recently sponsored Pride London, providing a joyous, hugely colourful presence in the parade’ – This displays how playstation is supporting LGBTQ+ events and supporters, not to try get into another selling group, but actually to support the companies.
For every forward step however, there is often a reminder of how far is left to travel‘ – This shows how that no matter how much effort or help that a company can put in, there is always more to go, or more to do before people are happy.

Ethnicity in video games:
LEVELING UP

Sony’s most recent masterpiece showcases people from all walks of life in a way that seems natural and refreshing‘ – This is a quote displaying how newer games are getting better, the quote is supporting “The Last Of Us Part 2”

‘Not only did Parvati show some great representation for Southeast Asians, she also represented the LGBTQIA+ community amazingly.’ – This supports the game “The outer Worlds” and how they well supported both a different ethnicity and the LGBTQIA+ communities.

Oversexualisation in films:
Laura Mulvey

‘Woman as image, man as bearer of the look’ – This displays Mulveys idea on how woman are made to be in films.

‘Woman displayed as a sexual-object is the erotic spectacle’ – displays how woman are treated unfairly within films.

Male unfairness and superiority in society:
Feminist Frequency

“Woman are unfairly put in the Damsel in Distress role” – displays that woman are unfairly treated in video games and are used as a plot point instead of playable characters.

“Simply made the main character into a plot point instead of giving her the original game she was the main character in.” – following the story of Dinosaur planet that follows a female main character, the gamer was cancelled and the main female character was used as a plot point in star fox adventures.

quotes for essay

Leveling up article –

“Most games feature white protagonists”

“Asain people are heavily portrayed in fighting games”

Why diversity matters –

“As a girl growing up playing games I was always like, why do I have to play games as a boy?”

“We’re bringing that ‘it looks like me’ moment to more people”

Laura Mulvey

“In their traditional exhibitionist role women are simultaneously looked at and displayed with their appearance coded for strong visual and erotic impact so that they can be said to connote to-be-looked-at-ness”.

“In herself the woman has not the slightest importance”

Feminist frequency –

“The Damsel in Distress predates the invention of video games by several thousand years”

“The gruesome death of women for shock value is especially prevalent in modern gaming”

Gender in my games cover

I produced a game about a shooting war with both a male and female character. However the male character is represented as being the main signifier, following typical stereotypes. This relates to Jean Kilbournes theory about men being objectified as well as women but in a more competent and strong way. Focussing on the masculinity in ways such as holding the gun in a powerful and confident positive ready for action at the edge of the cliff. He is a big, muscular build with less protective armour to portray the reactionary idea that men don’t need help.

On the other hand I believe that this is a negative representation of masculinity as it tries to create a radical image of how men should look (when this is unrealistic for the majority). I think it would have been better if my male character challenged this stereotypes and used a positive counter type to try and shape the way that men think of themselves and how they see women.

Whereas on the other side of the cliff where the female is positioned, she is seemed to be further away from the edge showing she is less capable and more likely to get in danger so has to stay at a safe distance. As shown in the feminist frequency videos about “damsel in distress”, a women’s main purpose in a game is to keep the plot going by the man needing to assist the woman.

Futhermore, usually the clothing which the female is wearing is tighter and more objectifying. In my game the female is wearing non-revealing clothing but more protection than the man still suggesting she is weaker but not sexualising her. Sexualising women in video games is unacceptable as it normalises dangerous attitudes towards women and increases the sexual violence threat towards them: “52% of Hispanic people studied believed there was a link between violent video games and real-world violence.”- Levelling up article.