Women and videogames: blog tasks
Work through the following blog tasks to complete this introduction to women in videogames.
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?
Many female characters in video games are there for male pleasure or are imprisoned in terms of storylines demonstrating sexism and patriarchy.
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?
Games like Tomb Raider, Horizon: Zero Dawn, Uncharted: The Lost Legacy, The Last of Us, Dragon Age: Inquisition, and The Walking Dead series.
4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
I think it depends on the type of a mirepresentation. Most of people play videogames for pure entertaiment, not really caring about what character they are playing. Others , especially minorieties, might find it offensive and actually refuse playing the game.
5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?
Crystal Dynamics "saved" Lara Croft when they made some big changes in the way she was represented in Tomb Raider's reboot. Rhianna Pratchett has decided to focus on making sure that Lara Croft is a character with which players can relate.
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:
100 word summary: The video talks about how some game producers said that women in video games is just extra/too much work that started the #womenaretoohardtooanimate and how much it took for video games like Fifa to introduce a women to the game. It also talks about how women ARE featured in the game they're often sexualised in the game and don't really pay an important role in the game. It usually a helper that has restricted movement and importance in the game.
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.
"While I always expect some level of harassment when discussing gender issues online, this time it's a more extreme and sustained torrent of sexism, hate, and threats.
2) How does Sarkeesian summarise feminism?
"Feminism is the radical notion that women are human beings."
Of course feminism has a long, diverse, and complex history with many interpretations and applications, but at the very core it's really about working towards the equal treatment of women socially, culturally, institutionally, and economically.
3) Why do stories matter?
Stories have ingrained myths and beliefs and may bear hopeful, inspirational, or revolutionary ideals, but they may also reinforce or enhance negative stereotypes and oppressive social norms."The Universe is made of stories, not of atoms."
4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?
She likes them because in their respective games they are both protagonists and take the lead that is a very encouraging thing to see. But, on the other hand, the negatives are that they are negatively represented and for the pleasure of the male audience they are sexualized and objectiveised.
5) How has the videogame landscape changed with regards to the representation of women?
After early releases of games like Metroid and Zelda, there has been an increase in the number of female characters in video games. But there are negative effects as gaming developers have returned to their old ways by making games from the past with the same themes of violence towards women and objectivizing and sexualizing them
6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?
Both feature coloured women and also excel in using women as protagonists without excessively sexualizing or abusing them.
7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?
Creating storeys in which the characters resolve their own personal failings, the protagonists are not directly linked to their sex appeal and are out of step with traditional conventions
8) What is the impact of the videogames industry being male-dominated?
It's not that many women, so when narratives, male and female characters are created, they come from a male perspective, so that's why they're sexualized and, as Anita points out in her videos, it's the opposite for men.
9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?
She wants to promote media literacy and provide some tools for people to take a critical look at the games we play. In recognising common trends, she wants to specifically address the issues surrounding women's roles as a systemic issue.
10) What media debates did Sarkeesian hope to spark with her video series?
She wanted to let young women know that while these issues are present in imaginary video games, we need to be aware of them as real-life issues.
Optional extension task
To find out more about the online backlash and #gamergate, this Guardian feature links the online abuse to the American alt-right movement also credited with electing Donald Trump.
Work through the following blog tasks to complete this introduction to women in videogames.
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?
Many female characters in video games are there for male pleasure or are imprisoned in terms of storylines demonstrating sexism and patriarchy.
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?
Games like Tomb Raider, Horizon: Zero Dawn, Uncharted: The Lost Legacy, The Last of Us, Dragon Age: Inquisition, and The Walking Dead series.
4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
I think it depends on the type of a mirepresentation. Most of people play videogames for pure entertaiment, not really caring about what character they are playing. Others , especially minorieties, might find it offensive and actually refuse playing the game.
5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?
Crystal Dynamics "saved" Lara Croft when they made some big changes in the way she was represented in Tomb Raider's reboot. Rhianna Pratchett has decided to focus on making sure that Lara Croft is a character with which players can relate.
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:
Are Women Too Hard To Animate? Tropes vs Women in Video Games
100 word summary: The video talks about how some game producers said that women in video games is just extra/too much work that started the #womenaretoohardtooanimate and how much it took for video games like Fifa to introduce a women to the game. It also talks about how women ARE featured in the game they're often sexualised in the game and don't really pay an important role in the game. It usually a helper that has restricted movement and importance in the game.
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.
"While I always expect some level of harassment when discussing gender issues online, this time it's a more extreme and sustained torrent of sexism, hate, and threats.
2) How does Sarkeesian summarise feminism?
"Feminism is the radical notion that women are human beings."
Of course feminism has a long, diverse, and complex history with many interpretations and applications, but at the very core it's really about working towards the equal treatment of women socially, culturally, institutionally, and economically.
3) Why do stories matter?
Stories have ingrained myths and beliefs and may bear hopeful, inspirational, or revolutionary ideals, but they may also reinforce or enhance negative stereotypes and oppressive social norms."The Universe is made of stories, not of atoms."
4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?
She likes them because in their respective games they are both protagonists and take the lead that is a very encouraging thing to see. But, on the other hand, the negatives are that they are negatively represented and for the pleasure of the male audience they are sexualized and objectiveised.
5) How has the videogame landscape changed with regards to the representation of women?
After early releases of games like Metroid and Zelda, there has been an increase in the number of female characters in video games. But there are negative effects as gaming developers have returned to their old ways by making games from the past with the same themes of violence towards women and objectivizing and sexualizing them
6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?
Both feature coloured women and also excel in using women as protagonists without excessively sexualizing or abusing them.
7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?
Creating storeys in which the characters resolve their own personal failings, the protagonists are not directly linked to their sex appeal and are out of step with traditional conventions
8) What is the impact of the videogames industry being male-dominated?
It's not that many women, so when narratives, male and female characters are created, they come from a male perspective, so that's why they're sexualized and, as Anita points out in her videos, it's the opposite for men.
9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?
She wants to promote media literacy and provide some tools for people to take a critical look at the games we play. In recognising common trends, she wants to specifically address the issues surrounding women's roles as a systemic issue.
10) What media debates did Sarkeesian hope to spark with her video series?
She wanted to let young women know that while these issues are present in imaginary video games, we need to be aware of them as real-life issues.
Optional extension task
To find out more about the online backlash and #gamergate, this Guardian feature links the online abuse to the American alt-right movement also credited with electing Donald Trump.
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