mac129 video games and representation
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Lecture slides used in MAC129 Intro to CybercultureTRANSCRIPT
Video games &Representation
MAC129 - Cyberculture
Economic success: GTA IV
Released April 2008 Day 1 sales: 3.6 million
($310m) Week 1 sales: 6 million
(£500m)
August 2008 Sales: 10 million
June 2009 Sales: 13.2 millionSource:
http://www.vgchartz.com/games/index.php?name=grand+theft+auto+IV
Historical business A struggle to define a place for
early games (see Marvin, 1988; Poole, 2004)
Historical accounts tend to be lists of names and dates
5
First game?
Spacewar! 1962 (Steven Russell)
Tennis For Two 1958 (William Higginbotham)
Cold War kids1950s…. Emerged during a period of intense socio-
economic and geo-political changes: Space Race (USSR) Cold War paranoia (nuclear anxiety) Decline of heavy industry Major changes in life style Advent of domestic mass communication Consumer confidence
Game development… Largely due to
“university computing departments, the military, the interest of the first game developers, the first games and the subsequent development of game playing as an activity embraced largely by young males” (Kerr, 2006: 14; see also Haddon, 1988; 1993)
The console wars http://en.wikipedia.org/wiki/Console_wars
The console wars today
25.1
53.6
32.5
Sales (millions)
PS3WiiXbox 360
Popular claims about video games Negative associations – health and violence
http://www.youtube.com/watch?v=tCuKQIMg0I4
Columbine shooting: Doom http://news.bbc.co.uk/1/hi/sci/tech/1295920.stm
Car-jacking: Grand Theft Auto http://news.bbc.co.uk/1/hi/scotland/3680481.stm
Stabbings: Manhunt http://news.bbc.co.uk/1/hi/uk/3936237.stm
(Un)popular claims about video games Positive claims?
Surgeons who played games for at least 3 hours a week made ‘37% fewer errors, were 27% faster’ than surgeons who did not play games. (Hall, 2007)
Safe environment to enact fantasy
Creativity of ‘modders’
Games emerge from a cultural context
US military funding? http://www.youtube.com/watch?v=hHLJ
_hZt2ds
Always a ‘politics’ in every representation Representations are never innocent.
Representations are always a ‘construction’ in accordance with the producer’s politics.
Representation and race Black culture as
animalistic, subservient, sexual, violent and dangerous
Resident Evil 5 Race Row
Representations of gender 1950s Women as
domestic, maternal, naïve, consumers, etc
http://www.feministgamers.com/?p=466
http://shakespearessister.blogspot.com/2008/07/i-write-letters.html
http://www.feministe.us/blog/archives/2008/07/23/well-that-was-bound-to-happen/
Representation of gender Feminist critics have argued that many media texts
represent women as: Sex objects Dutiful housewives / virginal daughters Mad, bad, dangerous women who need punishment
Are video games any different? Jiggle physics? http://archive.gamespy.com/fargo/january02/jiggle/
See also: ‘Top 10 Boobies in Video Games’ ‘Sexy Video Game Babes’
Game design Studies of digital games have noted a
‘consistent pattern of male technocratic privilege’ Williams, cited in Kerr, 2006: 19
Game development & design, production, marketing & construction, dominated by heterosexual masculine fantasies Gansmo et al, 2003
Gender in games Traditional stereotype of femininity evoked
Relationships Romance Emotions Role-play
Gansmo (2003): little understanding within the industry about how game design might be linked to gender socialisation
Consequences of stereotypes… Games are a ‘prime example of the social
construction of gender’ (Cassell and Jenkins, 1998: 37) and they may significantly influence people’s attitudes towards the use of computers in school or later career choices
Women do play games!? Funk (1993):
75% of females play games at home (90% males) Colwell and Payne (2000):
88% of females aged 12-14 play games regularly ESA (2004):
39% of US gamers are female and females account for 40% of online players.
Krotoski (2004): approx 25% of gamers are female in Europe, compared to
70% in Korea Crawford & Gosling (2005):
Women much less likely to play the older they get
Alexanda (2009): Female console gamers grew from 23 to 28 percent in 2009
25
Krotoski, 2004: 10
The Wii and women? ‘Nintendo's Wii console captures new game
market’ John Sterlicchi, Oct 2007 http://www.guardian.co.uk/business/2007/oct/10/u
snews.internationalnews
Domestic access Access to gadgets in home is not gender
neutral Highly masculine and potentially hostile to
females Is this changing?
www.girlzclan.com www.everground.com www.girlgamer.com http://female-gamer.com/
Domestic context Space
a greater percentage of girls’ play has been centred in or around the home
Time females still spend more time engaged in
domestic labour than males (typically 1.5 hours per day more than males in the UK)
Gaming spaces outside the home Predominantly masculine
environments arcades, pubs, motorway service
stations
Women at LAN parties tend to be in a supportive role
When they do compete the media portrays them as: Exotic Sexualised
Game content Relatively low number of playable female
characters Abundance of stereotypes Masculine themes
The damsel in distress?
Positive moves? 1991: Nintendo release Barbie Game Girl
for Game Boy 1996: Mattel release Barbie Fashion
Designer 2000: The Sims 2003: Linden Research launches Second
Life 2004: The Sims 2 2004: SCEEurope release karaoke title
SingStar on PS2 2006: Sony launches pink PS2 and PSP 2006: Cooking Mama released 2008: Wii Fit released
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Children Now study (2000) 92% games have a male lead (54% female)
50% women portrayed in a stereotypical way.
38% displayed women with significant body exposure (23% breasts; 31% thighs; 15% backsides; 31% stomachs/midriffs)
Female characters defined by ‘disproportionately large’ breasts (38%) and ‘excessively tiny’ waists (46%)
See: http://www.remedialthoughts.com/2008/11/can-women-in-games-ever-be-more-than.html
Positive figures?
Conclusion History of games has been male dominated
Industry can be conservative and not welcome change (can be risky)
Women increasingly more important to the industry
Positive changes ahead?
Sources and further reading Leigh Alexander, 2009, ‘NPD: Female Gamer Population Increasing On Consoles’, Gamasutra,
http://www.gamasutra.com/php-bin/news_index.php?story=24245 Jo Bryce & Jason Rutter, 2003, ‘Gender dynamics and the social and spatial organisation of
computer gaming’, Leisure Studies, 22: 1-15 Jo Bryce, Jason Rutter and Cath Sullivan, 2006, ‘Digital games and gender’, in Jason Rutter & Jo
Bryce (eds.), Understanding Digital Games, London: Sage. Judith Butler, 1990, Gender Trouble: Feminism and the Subversion of Identity, London: Routledge. Children Now, 2000, Girls and Gaming: A Console Video Game Content Analysis, Oakland, CA:
Children Now J. Colwell & J. Payne, 2000, ‘Negative correlates of computer game play in adolescents’, British
Journal of Psychology, 91: 295-310. G. Crawford & V. Gosling, 2005, ‘Toys for boys? Women’s marginalization and participation as
digital gamers’, Sociological Research Online, 10, (1), http://www.socresonline.org.uk/10/1/crawford.html
T.L. Dietz, 1998, ‘An Examination of violence and gender role portrayals in video games’, Sex Roles, 38 (5-6): 425-42
J. B. Funk, 1993, ‘Re-evaluating the impact of computer games’, Clinical Paediatrics, 32: 86-90 Aleks Krotoski, 2004, ‘Chicks and joysticks: an exploration of women and gaming’, ELSPA white
paper, http://www.elspa.com/assets/files/c/chicksandjoysticksanexplorationofwomenandgaming_176.pdf
Carolyn Marvin, 1988, When Old Technologies Were New. Thinking about Electric Communication in the Late Nineteenth Century, New York: Oxford University Press
Steven Poole, 2000, Trigger Happy: the inner life of videogames, London: Fourth Estate Steven Poole, 2004, Trigger Happy: videogames and the entertainment revolution, New York:
Arcade Publishing G. R. Schott & K.R. Horrell, 2000, ‘Girl gamers and their relationship with the gaming culture’
Convergence, 6: 36-53