Women and videogames: blog tasks

1) How have women traditionally been represented in video games?

Either viewed as objects/sexual appeal or damsels in distress.

2) What percentage of the video game audience is female?

42pc

3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?

Tomb Raider; Horizon: Zero Dawn; Uncharted: The Lost Legacy; The Last of Us; Dragon Age: Inquisition and The Walking Dead.


The qualities they have are strong, independent, intelligent, wilful and compassionate.

4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
I consent to an extent. I personally think that a portion of the group of onlookers have done this previously and will keep on doing as such. I likewise think that females were not targeted by game developers so I feel that there is another reason behind why they were dismissing media products. I consider some it comes down to the 'male look', the front of the computer games were there to objectify females and they were focused to a progressively male situated demographics.

5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?
Game companies are concentrating more on female heroes qualities than their stereotypes. Rhianna Pratchett was the lead author of the reboot who made a hero that the players could relate to.


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: The Lady Sidekick

100 word summary: The video discusses how females are conveyed as damsels in distress  with no genuine individual association with the fundamental male character. She gives a precedent, for example, Bioshock Infinite and Ico. Both utilise female sidekicks who frequently require sparing, and in spite of Elizabeth in Bioshock having powers, they are not used to enable the protagonist to battle off any adversaries and regularly must be saved.


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 onSarkeesian’s Kickstarter fundraising page.

She received more extreme hate online than expected, however she had likewise gotten a great deal of supporters for making these recordings.

2) How does Sarkeesian summarise feminism?

'Feminism is the radical notion that women are human beings'.

3) Why do stories matter?

She says that stories have dependably been a centre path for individual to learn and comprehend about the world we live in. They can convey positive qualities however can likewise strengthen negative stereotypes and abusive social standards.

4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?

She thinks that the game is a case of 'ladies as remuneration' for finishing the diversion. She additionally conceives that Lara Croft is as yet a case of a female hero that is still typifies and objectified for a straight-male gathering of people.

5) How has the videogame landscape changed with regards to the representation of women?

Female characters have advanced as there are bigger female characters and heroes. In any case, the 'Lady in Distress' account is returning as amusement engineers are changing or rebooting 1980s diversions. So the pattern of obtaining old chauvinist subjects, plot gadgets and amusingness is expanding. Despite the fact that it creates sentimentality of these retro recreations returning it is done to the detriment of female portrayals.

6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?

Both characters are women of colour and they are not overly sexualised or objectified.

7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?

They have to take some risks and go outside the established conventions. Protagonists shouldn't be attached to their sex appeal, transformative story bends where characters are battling with or beating individual defects, and some emotional expression and depth. 

8) What is the impact of the videogames industry being male-dominated?

It plays a big role in the types of games, narratives and characters produced.

9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?

Promote media literacy , clearly present issues surrounding women's stereotypes.

10) What media debates did Sarkeesian hope to spark with her video series?

She wants to see some change in the industry about the sexualisation of women.




Comments

Popular posts from this blog

Online, Social Participatory Index:

Henry Jenkins and Tomb Raider & Metroid - fandom blog tasks

Magazines: Men's Health CSP Analysis