It is often
stereotyped that it is men who are stereotyped as the “gamers” of the world as
cultivated by constant broadcast advertisements from the institutions, like from Game, IGN and Gamestation and a
personal study proved my initial ideas that it is the
majority of men that play the action/adventure etcetera. Does that mean that
all female characters are designed with the male gender in mind? I’m a female
gamer and although I may not fit with the hegemonic view of young women in
society, I still exist in a niche community. When
you look at female gaming characters we can see from their big boobs and little
clothing (their iconography) that they are designed by men for men, whether
they are independent or reliant on the male character, portraying them as
heroes and desired objects. (Prop’s character roles)
Lara Croft is one of the most iconic female roles in gaming
history selling nearly eight million copies on its first two products. Yet even its British, male producers (CORE Design) still objectify Lara Croft,
this is evident with the image you can see here, this objectification could be
the reason why the institution managed to sell so many products. The player can
actually play Lara Croft in this outfit in the game, it is no special fan art
add-on, and it is a feature built into the game itself. This is again reinforcing cultivated and
existing expectations of women in gaming. The large bust will not help her in
battle, and she may advocate a strong and independent ideologies but she is
unfortunately clichéd and designed for men. She has a thin yet curvy figure,
two big guns and that big bust. It is no doubt that she was made to be both a
male fantasy and a female role model. We know very little currently about the
latest Tomb Raider game, but we do know that a young Lara Croft becomes a
victim of rape.“Because,
of course, women only develop emotional depth after being subjected to sexual
violence.” Some theorists suggest that men actually enjoy scenes of rape, it
gives “the male audience voyeuristic pleasure” as said by Daniel Chandler. The fact that
theory is suggesting that scenes of rape to male eye is enjoyable in new media
products brings about the debate of what role do women really play in gaming.
Some statistics from the “Studying the Media” theory book suggests that women are given film roles based on their physical
attributes. It states that the slim, model or ‘ideal’ category was applied to
34% of women and only 11% of men, being attractive fitted the description for
nearly 64% of women and 22% of males. Finally 21% of women were judged to be
beautiful compared to a mere 4% of men who were judged. This suggests that in
film women are being objectified long before games existed, and this is just a
cultivated and accepted through generations of women in the media. This can
also be applied in gaming roles as well, it is very rare to see a female gaming
character with any physical distinctions (i.e. visible scars and tattoos)
whereas a male character would be considered normal to have battle scars from
previous adventures as it gives an enigma and past to the character making them
seem more real. It tells us that women are always going to be considered
beautiful and sexy to the creator’s eye which means that this character will
become objectified by men, because in reality that is what they have designed
for...that male fantasy. This theory is even proven in Tomb Raider’s “Angel of
Darkness” where there is a brief scene in the middle of the game, where leading
lady Lara Croft and her body becomes an icon for male fantasy. This scene
includes Lara and an American male by the name of Kurtis Trent (a rumoured love
interest for Lara), when in the Louvre Lara is confronted by Kurtis he
provocatively unarms Lara of her “assets”. As well as attempting to touch her
inappropriately, thus proving the male fantasy and brings up the debate of the
objectification of women. It suggests that if the character is wearing more
clothes then she must have a love interest to substitute for showing off her
body. Through the objectification of women by the creators of the game they are
therefore in theory creating more sales because they are giving their audiences
what they want. A form of personal satisfaction and escape by providing them a
fantasy and something to divert them from their problems – the uses and
gratifications theory.
The most recent game franchise to feature a female
support is “Uncharted” by Naughty Dog was first released in 2007 selling a
total of 14.59million copies since it first began.
There are two juxtaposed females in this series. First is Elena Fisher (Left)
as the game progresses she learns how to handle herself in dangerous situations
and has a suspected love interest for her companion and leading role Nathan
Drake. Then there is Chloe Frazer, Elena’s opposite in every way, as you
clearly see by just simply looking at the images. Elena stands with blonde hair
and a white shirt which covers everything compared to Chloe whose shirt reveals
both her cleavage and her waist. The representation of Chloe in this game fits
into a more Freudian view of woman where they are referred to as “Scopophilia –
the pleasure involved in looking at other people’s bodies as (particularly
erotic) objects” this relates to the debate because the
Freudian view tells us how we like to look at different people, as if it is
human nature. This therefore suggests that it is in fact acceptable to
objectify both men and women because it is a part of human nature and therefore
cannot be argued against as everyone does it. It continues informing us of
being in dark cinema rooms where no one can
notice you (the audience) noticing the women as a desired object, nothing more.
Which leads me to think of the gamers in their own personal space, it would
then be considered OK to look at women as this sexual object, as no one is
around to tell you anything different, and again linking it back to the
Freudian view it is also acceptable. As well as it being a form of cultivation
theory as it is socially accepted! Then by a form of classical conditioning the
player soon begins to believe that it is perfectly acceptable to think this way
as no one else has told them any other opinion, and the creators encourage this
kind of behaviour through creating these female game characters. With all these
arguments supporting the objectification of women it is no wonder the creators
of games, which involve women find it easy to create these female characters
with a love interest in need of men or with very little left to the
imagination.
Elena Fisher could be considered a more passive object to
the fans as she displays herself as being more reliant on the male lead following
typical female stereotypes. She is reliant on Drake as she had never fired a
gun or even been placed in a life threatening situation, yet to Drake, Elena
was someone who’s connections could be used to aid him; this then turned into a
love interest. This makes Drake a typical Prop hero, Elena is his desired
object. However, Elena still remained reliant on Drake as he became “protective”.
Another debate in gaming is how men are
protective over their personal connection (in this case Elena) yet if we are
introduced to a female character who can handle those situations that Elena
cannot, that character in some aspects subverting what is hegemonic to the
gaming community, relating to Judith Butler’s queer theory which suggests that
gender should not become one fixed form in the media, that both men and women
can be the same and women are not objectified as much, like men. Yet Chloe is objectified
as the “rough” side, she has a bad side to her past, this would give the male
members of the audience a more sexual release towards Chloe. Compare her to
Elena and male audiences would want her for Elena’s innocence, Elena is a
gentle subject who needs toughened up and that male audience is the target by
the creators to do just exactly that as they progress through the game. Even if
the creators haven’t made this tough love sexual, the way they have portrayed
her innocence have made her a guilty, voyeuristic pleasure for male audiences.
This also relates to Laura Mulvey’s Male Gaze theory. When
researching the Male Gaze it talks about camera angles this can be considered
in gaming as well as filming, in fact more so. This is because in gaming the
producers can actually achieve camera angles which are deemed impossible or
unsuitable for that particular scene. This can emphasise the character’s
objectification through that single camera angle and make her more pleasurable.
For example in gaming low angle shots which reveal a great deal to the audience
about the woman’s personal assets which may have made actresses more
uncomfortable. This follows Damien Walter’s views on how female gaming
characters become a dark male fantasy. When a character breaks the fourth wall
and stares into the eyes of “her” audience, the character would bring in
McQuail’s theory as they feel as though the character is real, someone who they
can relate to as well as be diverted to escape from their real life problems by
solving her problems.
The Uses and Gratifications theory by McQuail suggests two forms of satisfaction with the gaming community,
for the women it would be an attempt to find a sense of personal identity,
whereas for the men it would most certainly be a form of entertainment, through
relaxation and an escape from their real life problems. Damien Walter tells us
the women in gaming would again provide their male audience with a fantasy. It
is said by younger women that women are growing stronger in media and in reality as well and it is the
media creating these stereotypes of women, as well as many others. When this
was said, it was during the first release of Tomb Raider which changed the way
women were depicted in leading, action roles. This suggests that women of this
time felt more empowered as a new female leading role model came into the
gaming community, but the debate still stands that women want to be like Lara
and men want to have their alone for her own pleasures. This relates to an
analysis by Helen W. Kennedy who is studying in the School of Cultural Studies
in University of West of England. She tells us that “I still felt like, hey
this is a representation of me, as myself, as a woman. In a game. How long have
we waited for that?” yet she was given an “aristocratic English accent” which made Lara more
desirable because she seemed very traditional to her audience but her attitude
allowed audiences to relate to her tough survival instincts in life and with
that was typically rich, ergo she had a lot of connections that we as females
still could not relate to. The analysis continues to say “Lara’s status as an
object of sexual desire, a factor which the marketing/advertising of Tomb
Raider was keen to reinforce” This again shows the male fantasy in the physical
form reinforcing the objectifying of female characters. When it comes to the
“Uncharted” franchise we can familiarise with the same story, allowing users to
purchase game add-ons for the female characters which could be suggestive and
provocative, therefore reinforcing McQuail’s theory as buyers have a sense of
choice in their escape and can also seek personal identification through their
costumes. This also brings up the debate as to why these types of costumes
cannot be purchased for the male characters, where does the desire for those
want to see male characters in provocative clothing.
Finally we can also involve some
liberal feminist thinking into the debate, radical feminism suggests that media
reinforces the patriarchal society and restricts women’s opportunities in other
areas in society. We are taught that men should be dominant over women, this
can be considered true in female gaming as they are reliant on the man as
earlier evidence has suggested. Liberal feminism accepts that women are still
stereotyped but there is a change, as seen in the games more developed in the
past fifteen years. Female characters are wearing more clothing and becoming
more independent, these stereotypes will change over time and the media will
reinforce the new cultivated stereotype as they change. When involving this
into the debate these arguments can be reinforced, we can agree that we do live
in a patriarchal society especially when it comes to gaming...”Uncharted” can
prove this with the male lead as well as the male evil lead and the male love
interest that they receive from their female companions. However enforcing
liberal feminism and the young women mentioned earlier, we can see that there
is a change in how we see women in this patriarchal society and how much
stronger and more independent they are becoming in this society. We can also
agree that it is being reinforced through the media again through the
“Uncharted” franchise because of how supporting role Elena Fisher plays. Although
feeble and the stereotypical stay at home woman in the beginning of the story
she soon becomes stronger and independent before sooner or later not needing
her leading man Drake advising her on what needs to be done but instead she
tells him what needs to be done, because she is the second opinion and begins
to command him.
In conclusion some theorists would agree that female
characters are becoming stronger through their personality and spirit as well
as less provocative , evidence clearly suggests that women are still
objectified by men. Although women are wearing more, they are still created to
have a beautiful look and have an evil side...or opposition and even become a
subject of rape just to help the female character to develop emotional depth
which shows the more provocative side of the institution (like Lara Croft’s new
American creators Crystal Dynamics) through its products. However as said by
the liberal feminists women are becoming stronger and more independent in the
past fifteen years with the development of the “Tomb Raider” franchise and then
onto the “Uncharted” franchise...media products that are reinforcing the new
look to women in gaming.
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