Ex. Lara Croft
Interpretation: gender roles and setting negative example for children
- Sex in video games leads to the erosion of culture
Ex. Pornographic and over sexualized characters such as Bayonetta and Lara croft
Interpretation: social and cultural expectations of women are negatively impacted
- Gender inequality
Ex: Most developers are men, “tropes”
Interpretation: women represented as an inferior character
- Violence in video games
Ex: Call of Duty, Tomb Raiders, Grand Theft Auto
Interpretation: violence focused on women
- Damsel in distress
Ex: women as prostitutes in Grand Theft Auto
Interpretation: Women needs rescue, subject to sexual violence, submissive role
- Recommendation
Governmenment laws and policies
The campaign of NGO and feminists
Parental guidance
Design of the games based on society’s expectation
Representation of women in video games.
Introduction.
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Representation of women in video games is unacceptable in any society, in other words the concept of “damsel in distress” has been exaggerated or compromised. Damsel in distress entailed a beautiful, young and strong female who is in trouble and held hostage by a villain and require a rescue normally by a male character. The female is regarded as “possible love interest” because after the rescue, the hero fall in love and require the woman to be the wife.
With such a literature theme, the characteristics, behaviours, appearance and nature of the woman have a great influence to the society. Let’s consider the following description of a video game and examine its effect on the society.
“The bottles falling should be caught, and sexy ladies will strip naked in this game.” “a Random Game.” at RANDOMGAME.com. N.p., 31 Oct 2013. Web. <http://www.arandomgame.com/index.php?game_id=1078>
The game portrays a woman as a sex object or an art of entertainment. It gives an interpretation that will make the audience believe a woman’s only work is to entertain the man or satisfy his sexual desires. Therefore, a woman is displayed in a sexual provocative style, and such figurative language should be avoided or cease to exist to improve and maintain the honour of a woman.
If we take video games back to the history, during its earliest period especially during the development of Metroid, the statement of Metroid co-creator Yoshio was as follows;
“When we were almost done with the development of Metroid, one of our staff casually suggested, ‘why don't we make a Samus Aran a female character to surprise the player?' Back then I thought it was a nice idea, but I couldn't foresee what a huge impact this would have on the future of the franchise.”
The creator and his co-creator managed to observe the principle of gender sensitive. In the Metroid, the female is represented as a strong, powerful and a being with different ability. The female character has been designed to fit in a society as a man. Therefore, the gender equality as long as the society is concerned has been given a priority. The Samus Aran has been covered with a suit which does not show her body appearance. The more astonishing and sarcastic part is the characterization of the Samus Aran as a male while the developer is a male. Still the concept of women's representation in video games is ridiculous.
On the contrary, the modern game with character such as Lara Craft represent sexualization in video games. (Kennedy, 2002)The argument and more irritating part are on her appearance and behaviour. The character is portrayed as a woman with massive breasts and attractive cleavage they hardly wear clothes may be a bikini and also they keep on moaning erotically during a mission or when fighting. Such portrayal holds a critical and influential meaning to the society. The woman with such appearance symbolizes “sexism.” To make the matter worse, most of the target audience is children. If we give such video games to the children, what future do we expect from them? What attitude, belief and perception of a woman should they take in developing gender roles? The question is “what role does video games play in relation to the expectation and norms of the society?” the answer is obviously negative. In the context of children, the subject of socialization is seen as an important role in shaping the behaviour of any child in the society. Accessibility of video games, with the negative portrayal of women may influence the perception and development of the child regarding the issue of masculinity and femininity. (Dietz, 1998)
Also, female character like Lara Croft and Bayonetta have been heavily decorated in terms of pedicure and manicure, tanning, waxing, facials etc. With such notable beautification, what do we expect of the children of our generation? Is that what society expects for our girls?
Sexualisation and over sexualisation in video games has played a fatal role in the erosion of culture, tradition and norms as far as the society is concerned. The modern games, Bayonetta where the power source defined from the woman’s sexuality. Sex is portrayed as a weapon and all development, and design is pornographic. Over socialization is the main subject of this game whereby, female character like Lara Croft have been designed with big buttocks and breasts to induce sexualisation. Such design violates the social and cultural expectations because the women of this generation have been inspired to do cosmetic surgery such breast and buttock enlargement. Such design of Lora Croft who seems to display a high level of self-confidence and self-esteem gives an opposite notion to the women of our societies to beautify themselves even more in the name of confidence and self-esteem. (Negra)
Video games have represented women as a luxury and heavily decorated characters in video games. Such design has caused most of our society to fall under the trap of what Diane Negra calls “EMULATION FRAMING.” The framing subject the society to believe in luxury living which has led to the emergence of classes, a form of social inequality.
Gender inequality has been a major critic on the representation of a woman in video games. Sarkeesian complains about the insensitivity of the government and law in implementing equal rights and representation of women. She puts it clear about what is going on in the gaming industry where about 90% of developers are men. A good example is the game well known as call of duty where she has been discussing the lack of women in the game. It is evident that women's representation in the gaming industry is unfair, and if fair, she is represented as an inferior character.
Although most modern games have been increasing female characters in the games; the Bayonetta and what Anita Sarkeesian called the “the tropes and women,” but still the issue of gender inequality is symbolically portrayed to the society. The woman is portrayed as less intelligent, lack of education which transform her into a prostitute and weak physically.
Violence is a subject that most feminists have a campaign against especially in the representation of women in modern video games. (Dean) In most video games, woman are the target of both physical and sexual harassment and violence. In modern games such as Call of duty, tomb raiders, Grand theft and also the Bayonetta portray women as prostitutes who are entitled to violence both physical and sexual. If the Bayonetta (power source is the woman’s sexuality) could use her sexual organ as a weapon of violence, what do we expect from the society? Society, especially the children who are the main victims of video games, develop a sense of “aggression”. According to B.F skinner, a psychologist and one of the founders of behavioural theory, childrens learn what they see and deem appropriate through observation and reinforcement. Hence, they are exposed to believe women are to be treated aggressively both physical and sexual. The aggression or violence directed to women (rape) whereby such violence are applied to real life situation. (Kennedy, 2002)Mostly discusses how aggression in video games supposedly causes aggression in people. However, offers insight on how much aggression is focused toward women. (Dill & Dill, 1998)
On the subject of the damsel in distress, the woman needs rescue, an inferior and weak being who normally subjected to violence such as rape, battery and other forms of violence by male villain. The concept that man acts as a saviour to her rescue promotes women’s inferiority. Psychologically, it affects children and the society in general; “for there to be a winning or reward, violence or aggression is the determining factor.” Therefore, such games translate women submissive role of men and their sexual objectification in such video games. Weakness of women is the key point in a damsel in distress, thus prove a woman should be submissive to his master (man) in any situation and should obey what commanded. It paints in the mind of our children as they grow that a woman is a slave to a man and such perception is reflected in real life situation. (Kennedy, 2002) The self-esteem and confidence of a girl child is put in doubt from such portrayal and define herself as inferior and submissive to man.
In games such as Grand theft portray women as sexual workers or a source of male sexual violence. The promotion of prostitution is seen to be predominant in most of this game. The main idea is to give an expression that prostitution is a work meant for women and is a normal source of income in the modern society. Grand theft characterizes women half naked and erotic in appearance, submissive and sexual objects. Such characteristics are against what a woman should be portrayed in this independent and modern society. The dignity, honour and status of a woman is still ridiculed.
More important question is “what is the reaction of men both psychological and physical?” when the woman in video games is highly sexualized. This becomes an ethical subject when we consider the negative influence it has on male behaviour. The concepts of homosexuality are promoted especially in games such as Tomb Raiders by Lara Croft. How? Man is subjected to masturbation due to the erotic moans produced during the fighting. Also, the scenario of Bayonetta where the concept of stripping and lesbianism is demonstrated becomes a borne of contession for male masturbation. (Kennedy, 2002) To ground the argument, we examine the game known as The Sims. In this game, only heterosexual pairing is depicted; it gives an opportunity for the players to act as homo or bi-sexual avatar. It’s a perfect understanding that the portrait of a woman is a channel or a source of eroding the masculinity of a man.
All these are matters of concerns by the society and measure should be established to control, protect, guide and solve the issue of women and their representation in video games. It’s visible that the issue of women's representation in video game is taken to be the opposite or reverse of the society's expectation. We are not moving forward nor improving women’s conditions. The life, honour and status of woman are at stake, and the matters need to be addressed. Therefore, the following recommendation should be considered as far as the society is concerned.
Firstly, the government should take the matter at hand in establishing policies and laws on how video games are designed and developed in relationship to the honour of a woman. The principles should provide a ground for the society to stand and fight against women and child exploitation.
Another way and very important , the NGO and feminist should voice out against gender inequality, human right for women. The frequency feminist Anita Sarkeesian provides a good example on how she campaigns and demonstrates against women's representation in the gaming industry and the video games’ characters. (Petit) The campaign is seen to be more vigilant whereby Sarkeesian has embarked on a new project known as Kickstarter-Tropes vs women.
Also, parental guidance should be provided, and strict measure should be taken to control and protect the psychological development of a child as far as the society is concerned. It’s the responsibility of the video game company to identify which video games are suitable for children and the one suitable for adults. Lastly, the advertising agencies in video games should understand the honour and dignity of a woman and its impact on society. If they do so, it will promote gender equality and the condition of a woman.
Furthermore, the goal of any gaming company is to maximize profit and control the market of video games. The pursuit of profit should consider the expectations of the society. In Japan, games such as God of War have been censored especially areas that entail sexualisation. This provides a better concept on how games should be designed to suit a society that calls for equality.
Conclusion.
The woman in a video game has been taken as an agent of eroding the norms and culture of a society. The symbolic portrait of a woman as a sexual object, a prostitute, a man’s source of sexual violence, a vessel that erodes and negatively impact the psychological beliefs of the future generation and yet a source of promoting violence and aggression is indeed a major epidemic that needs a cure for the sake of the society and itself as a means of entertainment. I believe that by implementing the recommendation, the status, honour and dignity of a woman when representing them in video games will be improved. Its improvement will translate perception and a title of a woman in the society.
Works Cited
Burgess, Melinda C. R, Sterme R Paul Steven and Burg. Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers. Springer Science + Business Media, 2007. <http://www.paulstermer.com/resources/SR.pdf>.
Dean, Paul. 31 May 2013. GN.” IGN.com. http://www.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-matters. 2013 26 November.
Dietz, Tracy L. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behaviour. Orlando: University of Central Florida, 1998. <http://files.planbookedu.com/247567/76035/Video >.
Dill, Karen E and Jody C Dill. VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE. North Carolina: Lenoir-Rhyne College, 1998. <http://gip.uniovi.es/docume/pro_vs/liter_emp_vv.pdf.>.
Kennedy , Helen W. "Gamestudies." Lara Croft: Feminist Icon or Cyberbimbo? (2002). http://www.gamestudies.org/0202/kennedy/. 26 November 2013.
Negra, Diane. What a girl wants. London and New York: Routeledge taylor and francis, 2008. books.google.co.ke/books?isbn=0203869001.
Petit, Carolyn. Gamespot. 12 June 2012. http://www.gamespot.com/articles/from-samus-to-lara-an-interview-with-anita-sarkeesian-of-feminist-frequency/1100-6382189/. 30 October 2013.
Representation of Women in Popular Video Games: Rediscovery. n.d. http://www.academia.edu/1709590/Representation_of_Women_in_Popular_Video_Games_Rediscovery_Through_Cultural_Proximity?login=&email_was_taken=true. 2013.
"Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on video game covers." Sex Roles (2007): 419-433.