woman and video games blog task

Part 1: Medium article - Is Female Representation in Video Games Finally Changing?

Read this Medium feature on whether female representation in videogames is finally changing. Answer the following questions:

1) How have women traditionally been represented in videogames?
Women are represented in videogames as Heteronormativity which is the belief that the norm or standard sexual orientation is heterosexuality

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

42%

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

Tomb Raider
Horizon: Zero Dawn
Uncharted: The Lost Legacy 
The Last of Us 
Dragon Age: Inquisition 

The Walking Dead series

4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
Females are portrayed in video games as sex objects and that males are highly objectivised. Furthermore, Mulvey's theory of male gaze may be applied in the sense that women are orientated in order to be pleasing for women

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

Brianna Wu suggested that Crystal Dynamics ' saved ' Lara Croft as they made massive changes in the way she was represented in Tomb Raider's reboot.
Part 2: Tropes vs Women in Video Games – further analysis


Visit Anita Sarkeesian’s ‘Tropes vs Women in Video Games Series 2’ YouTube playlist and watch ONE other video in the series (your choice - and feel free to choose a video from season 1 if you prefer). Write a 100 word summary of the video you watch:


Title of video: Body Diversity in Women


100 word summary: the female characters in overwatch share similar physique whereby street fighter 4 represented significant range of male body types but looking at the female body types, some may be taller than others, not one of them represented notable departure from the slender body type that has been established as a standard of female attractiveness. League of Legends, show wonderful range of body shapes of dozen of male characters. There isnt any one male body type that is presesented as default. Designs of female characters, imagination and creativity seems not to exist shown the the lack of excitement in different body type of women. Used to sexually appear to the male audience. ('Presented as a joke')



 Part 3: Anita Sarkeesian Gamespot interview


Finally, read this Gamespot interview with Anita Sarkeesian of Feminist Frequency and answer the following questions:


1) What reaction did Anita Sarkeesian receive when she published her videos on women in videogames? You can find more information on this on Sarkeesian’s Kickstarter fundraising page.


2) How does Sarkeesian summarise feminism?
Sarkeesian states that. 'Feminism is the radical notion that women are human beings'. to elaborate, women are objectified in video games to the extent that women are not even presented as humans

3) Why do stories matter?

Stories are important because they have messages that can ultimately shape people's interpretation / view of certain issues. Stories, for example, have the power to strengthen / challenge ideologies and stereotypes. 

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

She sees Samus Aran and Lara Croft as a sign that women are represented in games, but she believes that both female characters have faults – the characters are still being sexualized and objectivated. For example, the suit of Samus Aran is removed as a reward for completing the game in a specific amount of time — this creates the idea that the focus on her body is something. 

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

Although there has been an increase in the number of female characters in video games, in games such as Metroid, Super Mario Bros, etc., Sarkseesian also reflects on the degradation of female results. 6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?


  • Both female protagonists- women of colour 
  • The first person shooter style of the game means that they aren't overly sexualised
  • Unique narrative 
  • Female characters are identified as: strong, less violent etc 

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


  • Narrative- character overcoming own personal flaw 
  • The protagonists- not tied to their sex appeal 
  • Not usual/typical conventions 
  • Emotional depth and expression- female characters

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

Therefore, the characters in the games are created to play into male desires for example: female characters were crafted for the desire / pleasure of the males. Sarkeesian argues that this has been combated by including more women in the production teams in order to provide a female perspective as well.

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

Sarkeesian hopes to promote media literacy and raise awareness of the issues surrounding video games among people. Her main goal is to encourage people to engage with the media to recognise problematic / harmful women's representations that might affect youth(boys) and how women are present / viewed.

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

Sarkeesian hopes to spark an ongoing coversation regarding mysogonistic views of women in videogames 

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