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Virtual Bodies: Game Gender as Style and Structure

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Title: Virtual Bodies: Game Gender as Style and Structure


1
Virtual Bodies Game Gender as Style and Structure
  • Laurie N. TaylorUniversity of FloridaLaurien_at_ufl
    .edu

2
A Brief History of Gender in Gaming
3
Gender 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

4
Girl and Women Characters in Games
  • Background images of women
  • Damsels in distress
  • Enemies
  • Non-playable Helpers
  • Playable Characters

5
Non-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

6
Gender as Style, and Structure
  • Games offering a choice of male and female
  • player characters traditionally have two
  • changes between the characters
  • Appearance
  • Skills

7
Gender as Style
8
Gender as Style
9
Gendered Gaming
  • Not only a matter of aesthetics
  • Must also play like girls
  • Supporting roles,
  • Sexy,
  • or, Weaker

10
Dead or Alive (DOA)
11
Rumble Roses DOA Beach Volleyball
12
Gender as Play and Narrative Structure
13
Game 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.

14
Roles for Women Characters
  • Faster, weaker
  • Healer
  • Information gatherer

15
Coercive 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.

16
Gender 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

17
Gaming 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.

18
Games 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.

19
Game 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

20
Game 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

21
Game Boy
22
Who Needs Girls When You Have a PS2?
23
Here are some things you might want to tell your
wife this thing does
24
Educational 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?

25
Coercive 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

26
New and Upcoming Changes
27
Game Studies the Gaming Industry
28
Gender Inclusive Gaming
29
Changes in Gaming
30
Girl Gaming
31
Past Innovations that Need to be Recognized
32
History of Gender and Gaming
33
Game Designers
  • Problems of Attribution
  • Roberta Williams, Jane Jenson, Sheri Graner Ray,
    Megan Gaiser, Tracy Fullerton, Mary Flanagan,
    Jane McGonigal, Elonka Dunin, Brenda Braithwraite

34
Game 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.

35
Current 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

36
Conclusion 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

37
Bibliography
  • 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

38
Virtual Bodies Game Gender as Style and Structure
  • Laurie N. TaylorUniversity of FloridaLaurien_at_ufl
    .edu
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