Gender and the
representation of attitudes and cultural mores within visual culture
An
important topic in today's gaming climate is the oversexualisation and
degradation of female characters in video-games, stemming from the Feminist
view of an unfair representation of their gender in this type of media. Anita
Sarkeesian is a key speaker for this campaign for better gender representation,
and has gained a large following over the argument of stereotyping women in
games (1). There was a small amount
of games
that showed a woman as the main protagonist in retro - or even early
modern – video games. One of the only examples is the character Aya Brea from
the 1991 PlayStation game; “Parasite Eve” (see left) (2). Even her appearance in this game was somewhat sexualised,
though not to the extent of other early female protagonists, such as Lara Croft
(Tomb Raider) and Athena (Athena). This means it is clear that during this
time, video-game developers focused on making their protagonists strong,
capable males, often moving female characters to secondary roles, or the object
for the player to strive towards throughout the game.
Anita Sarkeesian calls this the “Damsel in distress”
trope (1). Characteristics typical
of this trope are a kidnapped woman who is usually incapable of fighting, often
dumb (or not as smart as the male protagonist), and in need of rescue – relying
on the outside help of another character. The most classic example of a
'damsel' character in games, that Sarkeesian herself alludes to, is Princess
Peach (Toadstool) from the Super Mario series. She constantly is kidnapped and
becomes the focal point for most of Mario's adventures, typically seen locked
up in a castle.
Leading on to the modern era
of video games, women have seen a decrease in objectification and an increase
in empowerment of female protagonists. However, with more female characters and
better graphics, game developers have more opportunity to create
sexually-provocative or gender-stereotypical protagonists.
On the right is my interpretation of female
objectification in modern video games, this example shows the protagonist Lara
Croft, wearing revealing clohing in an anime style. This style has been used
primarily in anime/manga but its traits seen on girls in this media are evident
in modern video games (eg. Large breasts, slender frame, wide hips –
contributing to a ‘Barbie-doll physique’). One example of this portrayal of
women in games comes from 'Bayonetta' – the protagonist of which is a woman who
is capable of killing godlike creatures and wears skin-tight clothing made out
of her own hair (below) (3). This
means that Bayonetta herself doesn't wear proper clothes, but the audience
cannot see this – becoming an interesting example that balances between the
empowerment and objectification of female characters.
On the other hand, recent games and
new remakes of older games have shown how game developers can create
interesting and unique main characters, without the need to objectify their
image. Some of these examples include one of the main characters from the
'Half-Life' series, Alyx Lynst, the new model for Lara Croft in the 'Tomb
Raider' series reboot, and Faith from 'Mirror's Edge'. This proves equality in
gaming is possible.
References
(1)
Sarkeesian
(2) Road
(3) Shimizaki
Bibliography
Road, Brick (November 7,
2010). “Retro Heroines” [online]. [Accessed 9 March 2015]. Available from
Sarkeesian, Anita (March 7,
2013). “Damsel in distress” [online video]. [Accessed 9 March 2015]. Available
from http://www.feministfrequency.com/
Shimazaki, Mari (May 17,
2009). "Designing Bayonetta". PlatinumGames, Inc. [online]. [Accessed
11 March 2015]. Available from http://platinumgames.com/2009/04/17/designing-bayonetta/


No comments:
Post a Comment