Readings (rachel)

All of these articles are related because they discuss gender roles in games. Gender roles in gaming has always been an issue and is still prevalent today. The first two articles discuss the roles of females in gaming more generally where as the third article specifically discusses the game tomb raider. All of the articles are still focused on gender roles and the impact they have.

The first article, “Beyond Barbie and Mortal Combat” by Jenkins & Cassell, focuses on the girl game movement. The article recognizes how this is a long standing issue, but still nothing significant had been done to fix it. There used to be a huge gender gap in gaming were it was almost completely male dominated, the gap has gotten better but still has much room for improvement. The main problem is that the men in the gaming community just don’t really care about the gender gap and are doing nothing to fix it, they can’t see females as equal in the gaming world. In order for anything to really change, women need to be fully accepted in the gaming world and be treated as equals. The girl game movement has made many improvements to the world outside gaming and has the potential for more. With success, this movement can help with technological advancements and improvement on the economic and political scale. One women are no longer treated inferiorly in the gaming world, great things will come.

The second article, “The Proteus Pradox” by Lee further discusses the problem with gender roles and gaming. The article begins trying to define what women want in a game. They are assuming in order to get more women involved in the gaming community then they will need to create games targeting specifically at women and will target the female brain. However, in most cases I dont think thats the problem. In some cases i think that will even make the problem worse because by making these targeted games they are going to feed into the female stereotype of the gaming community. I think the main problem is that women do not feel welcomed in the gaming community. They feel as though they dont belong and will be judged in the primarily male gaming world. a good example of this that the article used was the cybercafes. There have been unspoken rules about who plays video games created by social factors. The ratio of computer programmer, designers, and protagonists in the gaming world are all majority males. Women must constantly justify their existence in the gaming world. Women should be able to play games without being questioned or someone assuming that they are doing it because of a relationship they are involved in. Also, it is sad and disturbing the way that females are portrayed in the gaming community. Women are often very sexualized, which would make most women uncomfortable. Gender roles goes beyond the gaming world it is a huge social problem that needs to be fixed.

The last article by Anderson and Levene discusses the role of Lara in tomb raider and the effect she had on the gaming world. I thought it was very interesting that the designer chose to break the gaming roles. he made the protagonist a british female rather than an american male. Lara quickly became an icon in the gaming world, everyone was able to relate to her and gave the gamers a different perspective. Tomb raider was really the first game to have this powerful female heroine and it was very successful, this game led the way for other games to follow and break the stereotypes and close the gender gaps. It introduced the idea of video games being talked about as a social movement. it was impressive to see how Lara remained a prominent figure in the gaming world even after all the ups and downs of tomb raider, this shows how influential her character and the idea behind her was.

Obviously gender roles in gaming is still an issue, how can we work to fix it?

4 Responses

  1. Jeremy Mednik says:

    I believe that in order for this issue to change, both genders need to work together cooperatively. Some men have had a hard time taking women seriously when playing video games. In doing so, these men ruin the environment and a sense of community. How are women supposed to want to play a game where a bunch of men are catcalling them and treating them like people who have never played the game before. My friend used to prefer playing solo games and after reading these articles, I can understand why. In order for any change to happen, men within the community need to start being less hostile towards women and then maybe more women will start playing.

  2. Alexander Clinton says:

    The first reading discussing the Girls Game Movement was very interesting. The movement has five main goals and or ideas. These aspects were economics, political, technological, entrepreneurial, and aesthetic. the movement was trying to decide in order to get girls to play the games should games be designed based off of girls “tastes and interests” or to try and “transform them”. The second article relates to the first because it discuss the short comings of the growth of percentage of women playing games and there decline in number of women creating games. These two articles can be put together to try and solve the issue of gender roles in games. By focusing on the five aspects that the Girls Gamer Movement focused on. There have been some steps taken backwards because of the social pressures that have pushed women from playing/creating games. However, evident from Tomb Raider I think that there is still a chance to fix the gender role issue in games.

  3. Jaclyn Kemly says:

    I think that the gender gap in the gaming industry is quite difficult to fix mainly because of conflicting interests between those involved in the problem and attempted solution. Men who are in the industry may want to close the gender gap so that they can expand their market and generate more profit. In order to do so, they will create games that they think females will enjoy, often involving domestic settings and tasks or gossip and drama. However, while these types of games might attract women, they ultimate draw the industry further back into the gender stereotypes that it should ultimately be moving away from.

  4. Alexandra Smith says:

    I also liked the “Lara” reading and how the game was designed to break the mold of game protagonists. I have never played “Tomb Raider” but I know the story and the premise. This shows her influence beyond the hard-core gaming community. I was very saddened by the way the reading described her misrepresentation as the game evolved. It made me feel like society and the gaming community wasn’t actually ready to see a non-sexualized, smart, capable, tough female protagonists so they had to make her more closely resemble something that they could recognize.