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[object Object],2007  Situated play/ers >   Playing with Female Sociality >>               identity, pleasure and power  >>>                               inside & outside videogames
Videogames can create identities that have an impact outside of cyberspace   Games  are providing new possibilities of embodiment, pleasure and gendered subjectivities Importance of looking at ‘real’ consequences on the perception of gender  for women players. premises:
FEMALE BOBS: empowerment  and/ or sexualization ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The connections among DESIRE  ROLE- PLAY SUBJECTIVITY and its material limits given by societal hyerarchies. Let’s look at power as performance: its creative side CREATIVITY is  crucial in  games    in  performance,   in  gender  as performance  (Butler)
In videogames,  if  gender identity is performance,  is it more or less creative than in everday life?? Research on game players demographics shows that women gamers favor social interaction and cooperation to competitive game play   (stereotype or truth?) Maybe a  self-fulfilling prophecy…. Female and male players are invested in the  invention of  a social life in cyberspace,  based on their creative abilities to invent their own cyber-persona’s and interact with others in cyberspace outside  of boundaries of gendered roles in real life
2 examples from Sims and Second Life ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
These two cases outline suggest that  games do not necessarily assign women new roles or create ‘feminist’ characters mainly repeat an old stereotype “ Chick with gun”
what else?  - ::::::: The LIME LIFE CASE Girls' Night Out Solitaire where female players perform  female characters.  the game follows a specific aesthetics designed  by women  programmers to a ‘female taste’ NO Wild bodies NO technobodies NO femaleBobs NO mutations
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],some links & reference

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WiG 2007 Situated Players - Dr Laura Fantone

  • 1.
  • 2. Videogames can create identities that have an impact outside of cyberspace Games are providing new possibilities of embodiment, pleasure and gendered subjectivities Importance of looking at ‘real’ consequences on the perception of gender for women players. premises:
  • 3.
  • 4.
  • 5. The connections among DESIRE ROLE- PLAY SUBJECTIVITY and its material limits given by societal hyerarchies. Let’s look at power as performance: its creative side CREATIVITY is crucial in games in performance, in gender as performance (Butler)
  • 6. In videogames, if gender identity is performance, is it more or less creative than in everday life?? Research on game players demographics shows that women gamers favor social interaction and cooperation to competitive game play (stereotype or truth?) Maybe a self-fulfilling prophecy…. Female and male players are invested in the invention of a social life in cyberspace, based on their creative abilities to invent their own cyber-persona’s and interact with others in cyberspace outside of boundaries of gendered roles in real life
  • 7.
  • 8. These two cases outline suggest that games do not necessarily assign women new roles or create ‘feminist’ characters mainly repeat an old stereotype “ Chick with gun”
  • 9. what else? - ::::::: The LIME LIFE CASE Girls' Night Out Solitaire where female players perform female characters. the game follows a specific aesthetics designed by women programmers to a ‘female taste’ NO Wild bodies NO technobodies NO femaleBobs NO mutations
  • 10.