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Gender and Videogames Dr Ewan Kirkland BCUC. Videogames are an extremely masculine medium. sexualised representation of female characters. male heroes rescuing helpless females. overwhelming masculinity of the implied game player. Soul Calibre. Dead or Alive. Catwoman.
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Gender and Videogames Dr Ewan Kirkland BCUC
sexualised representation of female characters male heroes rescuing helpless females overwhelming masculinity of the implied game player
‘Beating the prostitute, as with other aspects of the game, ties into dominant notions of masculinity and its representation, an aspect of the game that can’t be denied- even if it is contextualised in terms of a supposedly bygone retro-masculinity. The ‘70s drug culture/gangster underworld context operates to sanction the player (of whatever gender) into doing what would be, in reality, for most, unconscionable.’
In what ways does GTA, CEE, or any other videogame presume the player is a heterosexual male? How does this potentially impact of female gamers, and the female gaming experience? Can you think of any game titles which presume a female or more feminine gamer?
What are the limitations of focusing only on the visual and narrative aspects of gaming? What aspects of the gaming experience are not considered in concentrating on such aspects? How relevant are issues such as narrative or visual design when you play a videogame?
Gender Representation Gender Construction Context Gameplay
Justine Cassell & Henry Jenkins (eds) (1999) From Barbie to Mortal Kombat: Gender and Computer Games Cambridge, Massachusetts & London: The MIT Press Barry Atkins (2003) More than a game: The computer game as fictional form Manchester & NY: Manchester UP Noah Wardrip-Fruin & Pat Harrigan (eds) (2004) First Person: New Media as Story, Performance, and Game Cambridge, Massachusetts, London: The MIT Press Diane Carr, David Buckingham, Andrew Burn & Gareth Schott (2006) Computer Games: Text, Narrative, Play Cambridge & Malden (USA): Polity Press Geoff King & Tanya Krzywinska (2006) Tomb Raiders and Space Invaders: Videogame Forms & Contexts London, New York: IB Tauris
media analysts social scientists game designers
Narratologists: narrative or storytelling aspects media texts traditional forms of audiovisual and narrative media Geoff King & Tania Krywinska (eds) (2002) Screenplay: cinema/videogames/interfaces London & New York: Wallflower Press
Ludologists: games: chess, tag, hide and seek rules, structure, formalism criticising the assumptions, arguments and methods of narratologists
Ludologists v Narratologists: Narratologists don’t understand games Narratologists want to reduce games to films Narratologist, in emphasising videogames’ similarity to film, television, literature, ignore what makes games games
representation identification
Lara Croft (Tomb Raider) cinematic character: • personality • history • gender, class, ethnicity • photo-realistic