by Ellie Williams-Brown
There is a common
perception that video games are only made by boys, for boys, ignoring and isolating
the many women who play games. Anyone who was around at the conception of the
gaming industry would know that they were originally advertised for the whole
family, and games being for teenage boys is a relatively new idea. If the video
game industry wants to increase its revenue and progress further as an art
form, not a time waster, major companies need to start being more inclusive in
their marketing to all ages and genders,
Back in the early days
of video games the characters were unisex - such as in Pong - and they were
marketed to the whole family. Whilst there may have been some male characters
at the beginning, women played so many video games that, for some, when it was
time to create a sequel the main character became a woman. Most notably this
happened in Pacman where in the sequel you played as Ms. Pacman (note the Ms
not the Mrs), due to the fact that “the game's record-shattering success
derived from its overwhelming popularity among female gamers,” (Electronic
Gamers Magazine, 1982). Not only were the majority of video game consumers
women, so were many of the original developers. Amongst the stars of early game
design were Carol Shaw, Donna Bailey and Roberta Williams. Shaw is believed to
be the first female video game developer, working at Atari in 1978 and Bailey
created the arcade video game Centipede. Williams was an adventure game pioneer
who, is not only credited with creating the graphic adventure genre, but was
also company co-founder of Sierra-On-Line and created Kingsquest, which was a
massive hit amongst all gamers. Sadly, the relatively progressive era of video
games was not to last. In 1983 publishers began flooding the gaming market with
haphazard, sub-standard games in the hope of making money. This led to many
adults withdrawing completely from video games, causing the market to
crash.
The ideas and sexism we
see today came in when the original Nintendo entertainment system was
introduced in 1983. Nintendo, who were desperate for their product not to fail,
planned to sell their system in the toy aisle instead of the electronics,
changing their advertising to kids instead of the whole family. At this point
the toy aisle was already separated into ‘boys’ and ‘girls’ so, for no apparent
reason, Nintendo choose ‘boys’ and marketed to them relentlessly, appealing to
stereotypes of masculinity (power, violence and hordes of horny women vying for
their attention). Due to Nintendo's massive sales success other companies
followed suit and continued to relentlessly market exclusively to boys.
Following decades of this general society seems to believe that video games are
exclusively for men and any women who plays is a fantastical beauty, rarer then
a unicorn.
Another stereotype is
that it is okay for video games to feature predominantly men as women just
don’t play games. Whilst boys do play more games, the split is by 3% with, in
2013, 47% of gamers being female. What was more shocking was that women 18 or
older represented a significantly greater portion of the game playing population
(30%) than boys aged 17 or younger (18%). This trend has continued and in April
2015 when - according to Entertainment Software Association - more adult women
played video games than teenage boys. It is mainly phone games that creates
this disparity (instead of console or computer). Nevertheless, it shows that
the mainstream consoles like PS4 and X-box are leaving a huge untapped market,
losing lots of potential revenue. Women do tend to play mobile game and indie
games as they have been seen to be more inclusive with their marketing, as is
Nintendo currently, even though it created the original divide. Due to the
exclusive, old-fashioned marketing of console and computer games (that
publishers are sticking with out of habit), millions of women are pushed away.
Then, when a girl decides to game anyway, she will often be ostracised by being
called a ‘girl-gamer’. This label is an easy way to make women who game sound
separate to the rest of the gamers. There are also the connotations with the
world ‘girl’ being softer and weaker, which adds to the negative
stereotype.
The games women are
pushed away from tend to be sexist, or only cater towards maleness, which is
seen as the norm. For example, Grand Theft Auto V (GTA) is one of the best
selling video games, with it earning one billion dollars within the first three
days of being released. GTA is a sandbox game which, as Carolyn Petit said, is
“politically muddled and profoundly misogynistic.” GTA can be seen as catering
to the dominant male stereotype with three male leads and no women. Also, when
the game was being advertised there was a poster for each of the three male
leads, and one of a women in a bikini who never appeared in the game. In fact,
in GTA there only seem to be three types of women: the shrill harpies, new age
housewives, and prostitutes. There are also quests which actively shame women
by rewarding you for chasing down female actresses and shaming them for having
sex on their private property. The argument often used to counteract these characterisations
of women is that the men are just as bad. Whilst this is somewhat true the men
receive something the women don’t: agency. The men will get backstories to
explain their personalities and quests to redeem themselves. Women get none of
these things.
This does not meant that
there are no games with female leads, or strong female characters. Ellie (The
Last of Us), Alyx Vance (Half-Life 2), Lara Croft (Tomb Raider), and Princess
Zelda (The Legend of Zelda video game series) are the most high-profile
examples. While many may believe Zelda can not be seen as the archetype of a
strong female character, throughout The Legend of Zelda: Ocarina of Time she
can be seen to sit back and manipulate the, quite frankly, useless hero. She
also dresses up as Sheik, who helps Link (the hero) and acts as a teacher to
him. Despite these examples, there is a lack of representation of women.
Studies have consistently shown that at least since the 1990s, the percentage
of female characters in video games has remained steady at around 15% and only
4% of the main characters in the top 25 selling video games of 2013 were
female. On top of that, nearly all women who feature in video games end up
being a damsel in distress or someone the creators tried so hard to make unarguably
perfect, that she is infinitely flawed. Edward Downs, a professor of
communications at the University of Minnesota argued: "The research is
pretty consistent that there are two types of female characters: the 'damsel in
distress' or the 'ultimate warrior'," and noted that most 'ultimate
warrior" characters are depicted as hyper-sexualised. As a trope the
damsel in distress is a plot device in which a female character is placed in a
perilous situation from which she cannot escape on her own. This means she must
be rescued by a male character, usually providing an incentive or motivation
for the protagonist’s quest. Often this is accomplished via kidnapping but it
can also take the form of petrification, a curse or demonic possession.
Traditionally the woman in distress is a love interest or family member of the
hero; princesses, wives, girlfriends and sisters are all commonly used to fill
the role. There is also the trope of the 'damsel in the refrigerator'. Normally
this happens when a female character is killed near the beginning of a story
but her soul is then stolen or trapped and must be rescued or freed by the male
hero. Or there is the 'woman in the refrigerator', when a women is killed
solely as a plot device for the main women. There is the 'disposable damsel'
where the hero fails to save the woman in peril either because he arrives too
late or because she had been dead the whole time. Lastly, the 'euthanised
damsel', the worst and most violent trope where the player must murder the
woman in peril for 'her own good'. Usually, the damsel has been mutilated or
deformed so the 'only option' is to kill her. This on top of the near-constant
sexualisation of women that often occurs, can not help but exclude women even
further from the gaming world.
Most dangerously, there
is a running theme in video games where the men must use violence against women
to bring them back to their senses, where it is presented as an altruistic act
done for her own good. Whilst this plot device may make sense inbetween the
internal narrative of some games, when put in larger cultural context games
should not be using these devices, as they end up trivialising the violence
against women. It is troubling to see games do this when, on average, in the US
alone, every nine seconds a women is assaulted or beaten, and three women are
murdered by their boyfriends, husbands, or ex-partners everyday. It cannot help
but be seen that games are contributing to the narrative that abusers often use
that the women 'deserved it for their own good' or were 'asking for it'. Even
though these games do not explicitly condone violence against women, they
appear to trivialise and almost condone it. This can be seen to have adverse
real-life effects when 154 male and female high school pupils were randomly
assigned to play one of three types of games: video games that contained both
violence and sexism, games with violence but without sexism, and games without
violence or sexism. After playing the game, the researchers asked them how much
they identified with the character they were controlling. They were also shown
a photo of an young girl whom they were told had been physically beaten by a
young boy, and were then asked how compassionate they felt toward her. The boys
who played the games containing sexism and violence were more likely to
identify with the character they were playing, as well as reporting less
empathy toward the images of female victims. That did not hold true for girls
who played those games, suggesting that whilst the games may impact boys and
girls differently, they still hold dangerous effects.
The ideas of women being
lesser in games is so frequent and common that one cannot help but feel that
people must be supporting this idea. However, in a study of about 1,400 US
adolescents, 47% of middle-school boys and 61% of high school boys agreed that
women are treated as sex objects too often in games.
Whilst only a small
sample, the findings counter familiar assumptions that boys will voraciously
consume media images of scantily-clad women without a second thought. As the
study's lead Rosalind Wiseman said: “The video game industry seems to base much
of its game and character design on a few assumptions, among them that girls
don’t play big action games, boys won’t play games with strong female
characters, and male players like the sexual objectification of female
characters.” According to Wiseman's findings, 70% of girls and 78% of boys said
it did not matter what gender the lead character is. But, when Nintendo,
Ubisoft, EA, Sony, Square Enix, Microsoft, Bandai, Namco Games, Activision, and
Blizzard all have men in their highest leadership positions, however deserving,
it seems that not much will change. It seems as if there is an apparent
assumption that the only demographic that matters is the straight male teen.
So, until this assumption changes it appears that the video game industry will
be dominated by beefy male protagonists (to identify with or aspire to) and
sexualised women (to rescue, gaze at, or shame).
Overall, the sexism in
the gaming industry can have detrimental real-life effects, for they do not
exist in a little video-game bubble. It seems ridiculous that the new art form
of the century, which longs to be taken seriously, is limiting itself to one gender,
preventing progress and losing money. Not including women in the video game and
nerd culture, which was, after all, founded on being an outcast, makes it as
elitist as what it was created to avoid. If games want to be recognised as an
art form they should have fictional characters for many different people to
identify with, and remember that it will be seen through a lens of race,
politics, and gender to become an art form. If the gaming industry wants to
remain popular it should just remember that today the average gamer is 31 years
old, 48% of gamers are female, 71% of gamers are 18 or older, 53% of gamers
play games on their smartphone and to remain relevant those who shape and
control the video games industry need to change their perspective.
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