Title: Virtual Bodies: Game Gender as Style and Structure
1Virtual Bodies Game Gender as Style and Structure
- Laurie N. TaylorUniversity of FloridaLaurien_at_ufl
.edu
2A Brief History of Gender in Gaming
3Gender and Gaming
- History of gender and technology
- History of gaming arcades, home computers (text
and video games), consoles, Internet games,
mobile gaming - Games and gender girl games, female characters
in games, overall context of gender in relation
to gaming
4Girl and Women Characters in Games
- Background images of women
- Damsels in distress
- Enemies
- Non-playable Helpers
- Playable Characters
5Non-player Characters
- Pauline in Donkey Kong
- Daphne in Dragons Lair
- Multiple princesses in Wizards Warriors
- Zelda in The Legend of Zelda
- Angie Thompson in Trauma Center
- Nastasha Romanenko and Naomi Hunter in Metal Gear
6Gender as Style, and Structure
- Games offering a choice of male and female
- player characters traditionally have two
- changes between the characters
- Appearance
- Skills
7Gender as Style
8Gender as Style
9Gendered Gaming
- Not only a matter of aesthetics
- Must also play like girls
- Supporting roles,
- Sexy,
- or, Weaker
10Dead or Alive (DOA)
11Rumble Roses DOA Beach Volleyball
12Gender as Play and Narrative Structure
13Game Balance
- Andrew Rollings and Dave Morris, Game
Architecture and Design player/player balance
is the art of making the game fair so that each
player gets no other special advantage but his
skill (73). While symmetry may be the fairest
solution ... its rarely the most interesting
(74). - When games offer female and male characters, the
female characters are not only as feminine in
appearance, but also according to culturally
sanctioned roles for women.
14Roles for Women Characters
- Faster, weaker
- Healer
- Information gatherer
15Coercive Mimeticism
- Rey Chow argues that ethnic subjects are expected
to both wear and perform the mark of their
difference. - Hayot and Wesp The predetermined methods of play
in colonial games, use logic that leads players
to perform as an ethnic identity (Mongols as
horseback-riding archers, Chinese more easily
outnumbering enemies) and this performance is
encoded in a genetic game logic that situates
race as determined and determining factor for
appearance action.
16Gender as Style Structure
- Visual aspect of games appearing feminine or
masculine characters - Game play balance characters equal, but without
perfect symmetry - Female characters as weaker, supporting, healing,
attractive helping the stronger male characters - Playing as a female character requires playing as
a gender stereotype
17Gaming Media
- Video gaming as a media also follows coercive
mimeticism. - Marketing labels certain games as feminine and
others as masculine. - Different gaming platforms have been similarly
labeled and depicted in marketing campaigns and
in the media. - Game designers are also represented as male.
18Games for Girls
- Tend to follow stereotypes of femininity for
types of play and types of characters. - The positives of innovative games like those by
Purple Moon also gather problems due to the
separation from normal gaming.
19Game or Play (Activity)
- Game A competitive activity or sport in which
players contend with each other according to a
set of rules Winning event.FPS Doom
- Play The playing, action, or conduct of a
gamefreedom of movement within a space loose
rules.Sims
20Game Studies Gaming Industry
- Delineation between play and game in order to
classify for analysis or for marketing purposes - Sims
- Barbie Fashion Designer
- Playing tag in an FPS like Halo
21Game Boy
22Who Needs Girls When You Have a PS2?
23Here are some things you might want to tell your
wife this thing does
24Educational Games
- Write your ideas, share your feelings and keep
your secrets with this journal that has 500
juicy questions that will get you thinking and
writing. - Writing prompts, like Ooh-dish alert! What's
going on? and What are you so jealous about?
25Coercive Mimeticism
- Gender stereotypes exists in games and gaming
media, which function with coercive mimeticism to
continue those stereotypes. - Changes must also come from games and gaming media
26New and Upcoming Changes
27Game Studies the Gaming Industry
28Gender Inclusive Gaming
29Changes in Gaming
30Girl Gaming
31Past Innovations that Need to be Recognized
32History of Gender and Gaming
33Game Designers
- Problems of Attribution
- Roberta Williams, Jane Jenson, Sheri Graner Ray,
Megan Gaiser, Tracy Fullerton, Mary Flanagan,
Jane McGonigal, Elonka Dunin, Brenda Braithwraite
34Game Characters
- Kings Quest IV VIIs Princess Rosella Tomb
Raiders Lara Croft No One Lives Forevers Cate
Archer Metroids Samus Aran Perfect Darks
Joanna Dark, Phantasy Stars Alis Landale,
Tenchus Ayame, Resident Evils Rebecca Chambers,
Claire Redfield, Jill Valentine, and Ada Wong,
Fatal Frames Miku Hinasaki, Mio Amakura, Mayu
Amakura, and Rei Kurosawa The Longest Journeys
April Ryan, Dreamfalls Zoë Castillo, and Her
Interactives Nancy Drew games with Nancy Drew - Street Fighters Chun-Li, Cammy, Sakura, and
Elena Soul Caliburs Sophitia Alexandra, Taki,
Isabella Ivy Valentine, and Chia Xinghau
Tekkens Angel, Anna Williams, Asuka Kazama,
Christie Monteiro, Julia Chang, and Lili (Emily
Rochefort) - Role-playing games offer even more women
characters because so many allow players to
choose a characters gender.
35Current Gaming
- In order to change, needs
- New characters and games that arent
weaker/lesser by virtue of gender - More recognition of women players, designers, and
characters - Recognition of the commonalities between game
types and play styles within games and within the
contexts of play - More aesthetic stylesnot just attractive women
36Conclusion Gender Gaming
- Connects to issues of diversity across gaming
- Age
- Ethnicity
- Religion
- Serious games movement
- For credibility as a media form, games need to
address multiple concerns
37Bibliography
- Douglas, Cad, Molly Dragiewicz, Angie Manzano,
and Vanessa McMullin. United States In Video
Games, Black Women are Victims, Latinas Don't
Exist. Off Our Backs 43.3/4 (Mar. 2002) 6. - Hayot, Eric and Edward Wesp. Style Strategy and
Mimesis in Ergodic Literature. Comparative
Literature Studies 41.3 (2004) 404-423. - International Game Developers Association
http//igda.org/. - Jenkins, Henry. Complete Freedom of Movement
Video Games as Gendered Play Spaces. From Barbie
to Mortal Kombat. Eds. Justine Cassell and Henry
Jenkins. Cambridge MIT Press, 1998. 262-297. - Kennedy, Helen W. Lara Croft Feminist Icon or
Cyberbimbo? On the Limits of Textual Analysis.
Game Studies 2.2 (Dec. 2002) 1 Sept. 2005. - Ray, Sheri Graner. Gender Inclusive Game Design.
Hingham, MA Charles River, 2004. - Rollings, Andrew and Dave Morris. Game
Architecture and Design. Scottsdale, AZ
Coriolis, 2000. - Salen, Katie and Eric Zimmerman. Rules of Play.
Cambridge MIT Press, 2003. - Women in Games International www.womeningamesinte
rnational.org
38Virtual Bodies Game Gender as Style and Structure
- Laurie N. TaylorUniversity of FloridaLaurien_at_ufl
.edu