Video games are finally moving out
of the basement. No longer limited to
niche groups and spaces, video games are now a part of everyday life. With over a half a billion people playing
worldwide, and 183 million people playing in the United States, video games, at
least from a numbers standpoint, have achieved the status of being a mainstream
activity and medium. And with this
large-scale success, come new challenges.
As video games seek to establish
itself as being more than just a technological diversion and escape, but also
as an art form capable of new forms of expression, in addition to being an industry
with the same cache as other media, new criticisms and questions have arisen. Chief among these is why video games continue
to be perceived as being the territory and pursuit of young men under the age
of 30, while all signs and research point to the contrary. So why is it that video games, even with their
mainstream success, are still stuck with this stigma? One of the answers to this is simply misogyny.
Misogyny is one of the largest
issues which has been raised regarding video games and it can be seen in the
sexist attitudes and behaviors which permeate gaming culture. These not only pervade the games themselves, but
also the people who play them. It is
therefore the purpose of this project to, as gamers, reveal, discuss and
challenge the misogynistic aspects of video game culture.
Many examples of misogyny in video
games are explicit and easily identified, especially in the games
themselves. Games such as the
Soulcalibur series, Dead or Alive series, and countless others feature clear
examples of objectified women. These
series feature characters that represent an impossible physical ideal while
also positioning them as sexual eye candy for the player. While these issues are the most obvious, the
problem runs much deeper.
In gaming there is an incredible
disparity between the number male leads to female leads. On top of this already existing gap, there is
the additional problem that many of the female protagonists that do exist in
video games are sexualized and objectified in ways that their male counterparts
are not. Cate Archer, the main character
of No One Lives Forever, is depicted
wearing a skintight body suit while John Jack is depicted with standard
clothing. This difference in the
depictions of protagonists immediately starts off female leads in a different
position than male ones, due to the fact that they start off having to deal
with being objectified.
While the industry problem of
objectified depictions of women is quite clear, and can easily be seen and used
to explain the perception of video games being a male interest, it does not
answer the question fully. In order to
fully understand and grasp the issue of misogyny in video games, one must also
deal with the culture and attitudes of the people who play the games.
This atmosphere of misogyny in
gaming is the most likely reason why non-gamers perceive video games as a male
pursuit and why many females seemingly show no interest in traditional video
games and their online counterparts, especially in the genres of first person
shooters and online gaming. Exceptionally
hostile and vocal male gamers who create an unwelcoming experience for others
populate these two genres, especially in their online forms.
In video gaming, players who view
gamespace as a male domain that has no room for women attack from women both
within and outside of the game. Hostile
attitudes and comments such as these help to not only reinforce the notion of video
games being a juvenile male pursuit, but also make it near impossible for
female gamers to be a part of the community.
As video gamers who wish to combat
these issues and inequalities, it is through this project that we hope to help
video games shed their juvenile reputation and culture and to one day reach its
full potential as a medium. This project
seeks to reveal the misogynistic actions and attitudes of some male gamers, to
illuminate the experience of female gamers, and to address the issue of how
women are depicted in video games. These
problems are addressed through a variety of artistic means, which include print,
video, and the web.
In the prints, famous women from
throughout history are depicted with quotes about women and women in games
overlaid on top of them. These women
represent myriad different notions of success, importance, and influence while
contributing to society in such areas as science, culture, business, and many
others. Additionally, by using examples of women from different backgrounds,
cultures, professions, and eras, it bolsters the argument these women represent
a trend that exists throughout history, rather than simple isolated examples. Thus by juxtaposing the importance and
success of these women with the comments, the prints stand as a refutation of
the misogynistic attitudes and comments made regarding women.
The video portion of this project
seeks to recreate the experience of female gamers online by creating an
immersive experience. The video features
a female protagonist, that of Lyudmila Pavlichenko, the most successful female
sniper of all time, in a first person shooter.
As the video progresses, comments regarding both female protagonists and
female gamers begin to invade the gamespace, slowly obscuring the screen and
changing the nature of the gameplay. By
combining a female lead and the experiences of female gamers, the video
immerses the viewer. It is through this
immersive experience that it becomes possible to translate the experience of
being a female gamer into a form that allows others to understand and empathize
with those experiences.
Lastly, the website stands as both
an archive of the works produced for this project and as a portal to explore
the issue of misogyny in video game culture further. By creating a web presence, the goal is to
not only move these works and issues into the mainstream consciousness, but to
also foster discussion, analysis, resolution of these problems.
At the beginning of this project,
we set out to address the misogynistic issues we saw in video game
culture. By illuminating and discussing
these issues through artistic and critical means, we hope to help video games
grow and mature and to no longer be defined by misogynistic attitudes and
designs. Only by tackling and dealing
with these problems can video games achieve recognition as a legitimate
creative and artistic medium.
VIDEO LINK: http://www.youtube.com/watch?v=Yf-m3FS1UAA
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