SlideShare ist ein Scribd-Unternehmen logo
1 von 38
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 million Source: 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
First game? 5 Tennis For Two 1958 (William Higginbotham) Spacewar! 1962 (Steven Russell)
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
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 Gansmoet 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
Krotoski, 2004: 10 25
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/usnews.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
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%) 33
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 AleksKrotoski, 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

Weitere ähnliche Inhalte

Was ist angesagt?

Powerpoint4
Powerpoint4Powerpoint4
Powerpoint4
cwang36
 
Script draft two (1)
Script draft two (1)Script draft two (1)
Script draft two (1)
mich_angel
 

Was ist angesagt? (20)

Barbarians at the Gate: Games and Culture
Barbarians at the Gate: Games and CultureBarbarians at the Gate: Games and Culture
Barbarians at the Gate: Games and Culture
 
Fmp research1
Fmp research1Fmp research1
Fmp research1
 
Powerpoint4
Powerpoint4Powerpoint4
Powerpoint4
 
C1SB Assassin's Creed III Liberation and video game industry
C1SB Assassin's Creed III Liberation and video game industryC1SB Assassin's Creed III Liberation and video game industry
C1SB Assassin's Creed III Liberation and video game industry
 
Code before Content (elo slides)
Code before Content (elo slides)Code before Content (elo slides)
Code before Content (elo slides)
 
Lack of racial diversity in video games
Lack of racial diversity in video gamesLack of racial diversity in video games
Lack of racial diversity in video games
 
Whose Fantasy is it Anyway?
Whose Fantasy is it Anyway?Whose Fantasy is it Anyway?
Whose Fantasy is it Anyway?
 
Dungeons & Dragons History for AoP
Dungeons & Dragons History for AoPDungeons & Dragons History for AoP
Dungeons & Dragons History for AoP
 
COMPISSUES04 - Games
COMPISSUES04 - GamesCOMPISSUES04 - Games
COMPISSUES04 - Games
 
Mad Skillz in WoW (workshop)
Mad Skillz in WoW (workshop)Mad Skillz in WoW (workshop)
Mad Skillz in WoW (workshop)
 
Representation of gender in games - script + bibliography
Representation of gender in games  -  script + bibliographyRepresentation of gender in games  -  script + bibliography
Representation of gender in games - script + bibliography
 
Representation of gender in games - slides
Representation of gender in games - slidesRepresentation of gender in games - slides
Representation of gender in games - slides
 
Script draft two (1)
Script draft two (1)Script draft two (1)
Script draft two (1)
 
Finalized Dissertation
Finalized DissertationFinalized Dissertation
Finalized Dissertation
 
Gta postmodern
Gta postmodernGta postmodern
Gta postmodern
 
lions gate pdf
lions gate pdflions gate pdf
lions gate pdf
 
Gaming's Mad Skillz
Gaming's Mad SkillzGaming's Mad Skillz
Gaming's Mad Skillz
 
MO Library Association Preconference: Get Your Game On
MO Library Association Preconference: Get Your Game OnMO Library Association Preconference: Get Your Game On
MO Library Association Preconference: Get Your Game On
 
P2 analysing4games final version
P2 analysing4games final version P2 analysing4games final version
P2 analysing4games final version
 
Game Genres
Game GenresGame Genres
Game Genres
 

Ähnlich wie Mac129 Video Games And Representation (12)

Digital Games
Digital GamesDigital Games
Digital Games
 
Video Gaming
Video GamingVideo Gaming
Video Gaming
 
Publication1_Chapter - VideoGames
Publication1_Chapter - VideoGamesPublication1_Chapter - VideoGames
Publication1_Chapter - VideoGames
 
Video games
Video gamesVideo games
Video games
 
Get Your Game On: Gaming at the Library
Get Your Game On: Gaming at the LibraryGet Your Game On: Gaming at the Library
Get Your Game On: Gaming at the Library
 
His story of video games - copy
His story of video games - copyHis story of video games - copy
His story of video games - copy
 
Nela08
Nela08Nela08
Nela08
 
Games in de bibliotheek (Beth Gallaway)
Games in de bibliotheek (Beth Gallaway)Games in de bibliotheek (Beth Gallaway)
Games in de bibliotheek (Beth Gallaway)
 
1.2 games and society
1.2 games and society1.2 games and society
1.2 games and society
 
Final Weeks Mtech Game Design
Final Weeks Mtech Game DesignFinal Weeks Mtech Game Design
Final Weeks Mtech Game Design
 
Why we need diverse games - AlterConf Chicago 8/8/15
Why we need diverse games - AlterConf Chicago 8/8/15Why we need diverse games - AlterConf Chicago 8/8/15
Why we need diverse games - AlterConf Chicago 8/8/15
 
AzLA 2010 final
AzLA 2010 finalAzLA 2010 final
AzLA 2010 final
 

Mehr von Rob Jewitt

Mac114 week 2 lecture social media and journalism
Mac114 week 2 lecture social media and journalismMac114 week 2 lecture social media and journalism
Mac114 week 2 lecture social media and journalism
Rob Jewitt
 
Mac201 2016 7 week 1 lecture1 introtomodule sem2
Mac201 2016 7 week 1 lecture1 introtomodule sem2Mac201 2016 7 week 1 lecture1 introtomodule sem2
Mac201 2016 7 week 1 lecture1 introtomodule sem2
Rob Jewitt
 
Mac114 week 1 lecture intro to module
Mac114 week 1 lecture intro to moduleMac114 week 1 lecture intro to module
Mac114 week 1 lecture intro to module
Rob Jewitt
 
Med332 Digital disruption in the music industry
Med332 Digital disruption in the music industryMed332 Digital disruption in the music industry
Med332 Digital disruption in the music industry
Rob Jewitt
 
Med312 Journalistic sources in the networked era: protecting and framing
Med312 Journalistic sources in the networked era: protecting and framingMed312 Journalistic sources in the networked era: protecting and framing
Med312 Journalistic sources in the networked era: protecting and framing
Rob Jewitt
 

Mehr von Rob Jewitt (20)

Med332 marketing albums in digital era
Med332 marketing albums in digital era Med332 marketing albums in digital era
Med332 marketing albums in digital era
 
Mac201 post-truth media and fake news
Mac201 post-truth media and fake newsMac201 post-truth media and fake news
Mac201 post-truth media and fake news
 
Mac114 week 12 effecetive social media campaigns
Mac114 week 12 effecetive social media campaignsMac114 week 12 effecetive social media campaigns
Mac114 week 12 effecetive social media campaigns
 
Mac114 week 11 fomo the fear of missing out
Mac114 week 11 fomo the fear of missing outMac114 week 11 fomo the fear of missing out
Mac114 week 11 fomo the fear of missing out
 
Mac201 essay advice 2016 7
Mac201 essay advice 2016 7Mac201 essay advice 2016 7
Mac201 essay advice 2016 7
 
Mac114 social video & personality branding
Mac114 social video & personality brandingMac114 social video & personality branding
Mac114 social video & personality branding
 
Mac114 The business of blogging and blogging for business
Mac114 The business of blogging and blogging for businessMac114 The business of blogging and blogging for business
Mac114 The business of blogging and blogging for business
 
The death of blogging
The death of bloggingThe death of blogging
The death of blogging
 
Mac114 week 2 lecture social media and journalism
Mac114 week 2 lecture social media and journalismMac114 week 2 lecture social media and journalism
Mac114 week 2 lecture social media and journalism
 
Mac201 2016 7 week 1 lecture1 introtomodule sem2
Mac201 2016 7 week 1 lecture1 introtomodule sem2Mac201 2016 7 week 1 lecture1 introtomodule sem2
Mac201 2016 7 week 1 lecture1 introtomodule sem2
 
Mac114 week 1 lecture intro to module
Mac114 week 1 lecture intro to moduleMac114 week 1 lecture intro to module
Mac114 week 1 lecture intro to module
 
Med332 Digital disruption in the music industry
Med332 Digital disruption in the music industryMed332 Digital disruption in the music industry
Med332 Digital disruption in the music industry
 
Mac201 2016 7 week 1 lecture1 introtomodule sem1
Mac201 2016 7 week 1 lecture1 introtomodule sem1Mac201 2016 7 week 1 lecture1 introtomodule sem1
Mac201 2016 7 week 1 lecture1 introtomodule sem1
 
Med312 Journalistic sources in the networked era: protecting and framing
Med312 Journalistic sources in the networked era: protecting and framingMed312 Journalistic sources in the networked era: protecting and framing
Med312 Journalistic sources in the networked era: protecting and framing
 
Mac201 television constructing the public
Mac201 television constructing the publicMac201 television constructing the public
Mac201 television constructing the public
 
Med332 women and pop
Med332 women and popMed332 women and pop
Med332 women and pop
 
Med332 glamorous indie rock and roll
Med332 glamorous indie rock and rollMed332 glamorous indie rock and roll
Med332 glamorous indie rock and roll
 
Med211 gamergate: actually, its about ethics in games journalism
Med211 gamergate: actually, its about ethics in games journalismMed211 gamergate: actually, its about ethics in games journalism
Med211 gamergate: actually, its about ethics in games journalism
 
Mac201 arab spring
Mac201 arab springMac201 arab spring
Mac201 arab spring
 
Mac201 big data
Mac201 big dataMac201 big data
Mac201 big data
 

Kürzlich hochgeladen

1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
kauryashika82
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
negromaestrong
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
Chris Hunter
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
ciinovamais
 

Kürzlich hochgeladen (20)

On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural ResourcesEnergy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
Energy Resources. ( B. Pharmacy, 1st Year, Sem-II) Natural Resources
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701
 
Ecological Succession. ( ECOSYSTEM, B. Pharmacy, 1st Year, Sem-II, Environmen...
Ecological Succession. ( ECOSYSTEM, B. Pharmacy, 1st Year, Sem-II, Environmen...Ecological Succession. ( ECOSYSTEM, B. Pharmacy, 1st Year, Sem-II, Environmen...
Ecological Succession. ( ECOSYSTEM, B. Pharmacy, 1st Year, Sem-II, Environmen...
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 

Mac129 Video Games And Representation

  • 1. Video games &Representation MAC129 - Cyberculture
  • 2. 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 million Source: http://www.vgchartz.com/games/index.php?name=grand+theft+auto+IV
  • 3.
  • 4. 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? 5 Tennis For Two 1958 (William Higginbotham) Spacewar! 1962 (Steven Russell)
  • 6. 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
  • 7. 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)
  • 8. The console wars http://en.wikipedia.org/wiki/Console_wars
  • 10. 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
  • 11. (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’
  • 12. Games emerge from a cultural context US military funding? http://www.youtube.com/watch?v=hHLJ_hZt2ds
  • 13. Always a ‘politics’ in every representation Representations are never innocent. Representations are always a ‘construction’ in accordance with the producer’s politics.
  • 14. Representation and race Black culture as animalistic, subservient, sexual, violent and dangerous
  • 15. Resident Evil 5 Race Row
  • 16.
  • 17. Representations of gender 1950s Women as domestic, maternal, naïve, consumers, etc
  • 18.
  • 20. 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’
  • 21. 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 Gansmoet al, 2003
  • 22. 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
  • 23. 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
  • 24. 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
  • 26. 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/usnews.internationalnews
  • 27. 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/
  • 28.
  • 29. 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)
  • 30. 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
  • 31. Game content Relatively low number of playable female characters Abundance of stereotypes Masculine themes The damsel in distress?
  • 32. 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
  • 33. 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%) 33
  • 35.
  • 37. 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?
  • 38. 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 AleksKrotoski, 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