Work through the following blog tasks to complete this introduction to women in videogames.
Part 1: Medium article - Is Female Representation in Video Games Finally Changing?
Read this Medium featur6 on whether female representation in vide ogames is finally changing. Answer the following questions:
1) How have women traditionally been represented in videogames?
Women are traditionally represented in video games to be objectified.
2) What percentage of the video game audience is female?
42% of the video game audience is female.
3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?
The Walking Dead, Horizon: Zero Dawn, Uncharted: The Lost Legacy, Tomb Raider, Dragon Age: Inquisition, The Last of Us
4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
I strongly agree with the idea that audiences reject media products if they feel they are misrepresented in them e.g. if females were misrepresented in a game they would use social media to express why they think they've been misrepresented and its that easy for audiences to now tell the world how they feel just from their fingertips.
5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?
The writer in the article suggests that Croft was 'saved' by Crystal Dynamics. This is because they made enormous changed in the way Lara Croft was represented. "Brianna Wu’s 2015 article in Polygon details how Crystal Dynamics saved Lara Croft by making some big changes in the reboot Tomb Raider (2013) and its sequel Rise of the Tomb Raider (2015). First they hired Rhianna Pratchett as the lead writer, a woman who “had a long history of working on games with complex female protagonists, such as Heavenly Sword and Mirror’s Edge” and Pratchett decided to create a protagonist who players could identify with. Wu writes that “the essence of the new Lara Croft became the struggle she felt within herself”. When Lara Croft debuted in 1996, times were different, especially the ways in which women were seen. The rebooted game had to represent women in a more modern way."
Part 2: 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 summaryof the video you watch:
Title of video:
100 word summary:
In this video she covers the subject to how videogames deliberately use Butt covers. In this video she raises the issues how certain computer games, deliberately show female characters butts as an approach to engage the male look. We see various models in this video, for instance Tomb thief, it is obvious from the models she has appeared, this is attempting to interest a male look, anyway she attracts to the complexity that men are in twofold resistance to this, for instance we perceive how games make an effort not to show the guys "butt" and we see Anita attempt her best to show how they use things, for example, capes or long coats to cover them. We find in the last phases of the video in which how gaming has somewhat improved, as games are attempting to concentrate on the character of the female as opposed to her body, however generally speaking the regular generalizations are being fortified through the typification of ladies in games.
Part 3: 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 on Sarkeesian’s Kickstarter fundraising page.
Anita Sarkeesian got a ton of analysis and kickback when she originally distributed her arrangement on ladies in videogames. This kickback was amazingly terrible and over the top, particularly while considering the way that Sarkeesian hadn't began to make the recordings yet. The kind of loathe included: online computer game gatherings vowing to "bring [her] down", a sorted out endeavor to report this task to Kickstarter and get it prohibited or defunded and undermining messages sent through Twitter, Facebook, Kickstarter, emai
2) How does Sarkeesian summarise feminism?
"working towards the equal treatment of women socially, culturally, institutionally, and economically."
3) Why do stories matter?
Stories matter since accounts have consistently been a center way individuals find out about, comprehend, and comprehend the world we live in. Stories have implanted legends and messages and can be bearers of positive, gallant, or rebellious qualities, yet they can likewise spread or strengthen negative generalizations and abusive social standards.
4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?
She sees Samus Aran and Lara Croft as a sign that ladies are being spoken to in games anyway she accepts that there are blames in both female characters-being that the characters are as yet being sexualised and generalized. For example, Samus Aran's suit is evacuated as a compensation for finishing the game in a particular measure of time-this makes her body is something to concentrate on. Likewise, Lara Croft's body is additionally sexualised because of her tight outfit as it makes a ton of regard for her butt-production it something for the male gamers to concentrate alone visual delight.
5) How has the videogame landscape changed with regards to the representation of women?
Despite the fact that there has been an expansion in the quantity of female characters in computer games, in games, for example, Metroid, Super Mario Bros and so on, Sarkseesian likewise remarks on the way that the female portrayals have exacerbated.
6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?
It has a unique narrative. Both protagonists are female.
7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?
- The protagonists aren't tied to their sex appeal
- Not typical conventions
The gaming business has been to a great extent male-overwhelmed, in this way, the characters in the games have been built to bolster into male wants.
9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?
The gaming business has been to a great extent male-overwhelmed, in this way, the characters in the games have been built to bolster into male wants.
10) What media debates did Sarkeesian hope to spark with her video series?
Sarkeesian wants to advance media proficiency and make individuals increasingly mindful of the issues encompassing computer games. Her principle objective is to urge individuals to draw in with the media so as to perceive dangerous/hurtful portrayals of ladies could influence youthful people and how the present see ladies.
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