Throughout this paper, I will be exploring the spectrums of femininity and masculinity within video games in the American pop culture. Since video games were first marketed, a theme has been prevalent till this day: the notion of masculinity (how to be a man) and the sexualization of females (sexist portrayals of women) in video games. This profound issue affects the younger generation within gender socialization, gender stereotypes, and gender schemas of male and female characters. A male point of view exists through video games which is called the male gaze. Through the male gaze which is reflected in most society, the spectacle of females within games is created which defines …show more content…
the notion of beauty. It is unrealistic and impossible for women in real life to live up to the standards of video game characters and the portrayal of them in even video game magazine advertisements.
The male population, within games, tells women that in order to be beautiful, you must fit this archetype of beauty and if not, makes women feel inferior. Also, not only is the notion of beauty emphasized, the notion of what it is to be masculine and have power are important issues that surface through video games, as in relation to femininity. The portrayal of male characters through such games creates a stereotype of how males should look, behave, and interact with women. Throughout this paper, with the help of Karen E. Dill’s “Video Game Characters and Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions,” the Media Education Foundation film Game Over: Gender, Race & Violence in Video Games, as well as Laura Mulvey, I will be focusing how our society demotes one gender over the other using the gender portrayals of video game male and female characters, and why Americans, specifically the …show more content…
younger generation, finds it to be a normality within our society. Why is the notion of the body incorporated into video games? Video games are a source of interactive media, in which the player is washed away into a virtual reality fantasy world, ready to take on the adventure that awaits. It’s a reflection of what people fantasize to be true, like the exaggeration of bodies within games. Due to poor body image and the extreme self-behaviors of the body like dieting, media has a great influence on the way we feel about our physical appearance (Dill, 2). Video games portray a strong influence on the male body image. In games such as WWE wrestling games, there are vivid illustrations of cultural messages of masculinity. These images are so effective because of its quality being so explicit.
A specific example is the hyper masculine male character who owns the male opposing physical body: exaggerated muscular arms, chest, facial features, strong facial expressions, and power (Last 1).In return to having this “ideal” body type, the male character is therefore aggressive, and must act aggressive in order to prove his manhood. In relation to body image, this is what being male looks like in video games. And when you look like the ideal masculine image, it links to being aggressive, which also links to being violent.
Figure 1: Hyper Masculine Male WWE Characters Fighting
In most video games that have male protagonists, there is always a violent situation that unfolds for him. To be mildly aggressive and violent in games is the key to get what you want. It is a notion of power that brainwashes young men who play these games that aggressive masculinity is key. In WWE wrestling games, violence is displayed full front. Signature moves, taunts, and bullying is emphasized by the male wrestlers. This sends a message that control and violence is the key to power (Media Education Foundation). The reason why this is so prevalent in society, especially in video games is because the creators of these games are all male dominant. The display of how masculinity should look like and behave comes directly out of the male culture. Historically and across the globe, according to Sherry Ortner, men’s activities, such as hunting and the destruction of life, is given more value than the nature of creation of life. The cultural nature activity of the destruction of life is given more value than a woman’s activity of the natural (Ortner 4). In some cultures, it is "highly marked" and in others it is evident of an inner insecurity that needs to be proven in dramatic and sometimes dangerous ways, such as violence spawning in virtual reality games (Gilmore 1). This is represented in the media of video games. In relation of video game masculinity and femininity, the image of how male producers view women is reflected in such games.
Female characters in the earlier years were limited to low quality graphics, such as the famous Ms. Pac-Man, whose indication of gender was represented by her hair bow. Now in more modern times, the images of females have drastically changed into something more sexual, subordinate, and erotic. These characters were always underrepresented in any situation (Dill 1). Nintendo’s fictional character video game Mario is an example of a female character always the “damsel in distress.” In every story line existed, Princess Peach is always captured by Mario’s arch nemesis, Bowser, the powerful, mean, and monstrous Koopa Troopa turtle. The whole goal of the game is to play as Mario, defeat Bowser and rescue Princess Peach back into his safety. The “damsel in distress” is a traditional role for females in games. It gives men the power to use their masculinity and save them from danger.
A growing factor of the subordination of females through the male gaze is the sexualization of young women in video games. Young women are depicted as “the vision of beauty” in these interactive games. Although they are labeled as the subordinate ones that are always in need of a man’s help, empowering “buxom female heroine” characters are becoming more dominant. but are merely created to entertain to the main consumers: men (Media Education Foundation). A perfect example of such
change is the character, Lara Croft, in the game Tomb Raider.
Lara Croft is seen as the symbol for empowerment of women, and although that is the positive side of what she represents, there is a downside to it as well. Her virtual character is shown graphically exploited. In the game, Lara is highly energetic, muscular, and aggressive; the same characteristics of a male character. But what she also represents through the male gaze is that she is extremely busty, a sexual object, and almost pneumatic body.
To be the empowering virtual woman character is one thing but she is still being judged by a beauty standard, just like how women are in real life. Her body proportions, for example, are grossly unnaturally. She has the ideal male vision of beauty: large breasts, tiny waist, beautiful face, but someone of this physical body in real life does not exist (Lara Croft 1). In fact, with that body type, it would be impossible in reality for any Figure 2: Lara Croft Spectacle woman to maneuver in the many physical actions Lara does in her games.
The sexualization of young women in video games is becoming an issue. In the game Tomb Raider: Last Revelation, the player is given the chance to play Lara Croft as a 16 year old teen. As you compare and contrast how she looked like when she was young to her adult image, there isn’t a major difference. For a 16 year old girl, her body proportions are still exaggerated features that do not exist. Implementing this quality on someone that young is playing into the male gaze on a whole deeper level. For young females to be exploited to this notion that you must have big breasts, a dainty waist, and still be physically active makes it even harder for women to appreciate their bodies for the way they are. Video games portray a standard of beauty that exists only pixelated.
Other than characters that look and act like Lara Croft, there is still the representation of females who embody the same sexual body type but their roles in games are actually of subordinate pornstars or prostitutes towards men. The National Institute on Media and Family reported recent video games as “glorifying violence towards and objectification of women and as perpetuating a crass view on sexuality” (Walsh et al. 2002). Games such as Grand Theft Auto, an action adventure, crime packed, open world game, the women are usually depicted as prostitutes to men who are violent thugs (Dill 5). The male violent thug is able to have sex with the female prostitute, then is able to kill her and steal his money back. Some of the prostitutes, depictions of real life women, are even programmed to respond back to the player when the
Fig. 3: Grand Theft Auto Prostitute Engaging with Male Thug male character is abusing her, with the response, “I like it rough.” This is an act of how men view women as the inferior within video games.
Either the damsel in distress or the heroine, the female character will always be represented as a means for sexual desire. It makes women in real life question their desirable sexuality, which can cause some to participate in behaviors such as plastic surgery to achieve the idealistic body that men fantasize about. Women are fully aware of their role through the male gaze. The visual presence of a sexualized female tends to stop the storyline [of a game for the player] to dwell on the image (Mulvey 5). Such visuals do reinforce gender normative gender relations between men and women. According to Mulvey, unconscious desires are planted on women to behave this certain way. Commitment to being physically fit is routinely translated from current standards of a feminine ideal, especially in video games. Think about if you have ever seen an overweight sexualized women in a videogame that was taken seriously.
This happens often in other forms of media as well, where women turn themselves into objects for viewing. They engrave the idea of becoming visual consumption of bodies. The men who are aware of this fact, simply because it is derived from men ticketing a label on women to be such subordinates, are the ones who create such video games. This notion of beauty is so valued by society and the male culture that women strive to fit this ideal.
Other than in the form of virtual interactive games, women are sexualized in marketing/advertising for sponsored video game events and magazines. Advertisement for video games display Fig 4: Woman Tied, Unable To Play sexualization of females through the male gaze. Connection between male fantasy in video games and real world are apparent through the female characters. An example of explicit advertisement that expresses this is a Game boy ad that shows a woman tied to a bed with rope wearing lingerie against her will (Media Education Foundation). The Game boy console has no need or absolute no relation to the display of a prerogative woman. In fact, the target audience of these gaming systems are of children, boys and girls, as young as eight years old. To brand this kind of image on young video game players is not only wrong but sends the wrong message of how socialization of gender can occur within boys and girls and how they ultimately view themselves. Males that are exposed to these types of video games that display gendered roles and advertisements featuring women as portrayed sex objects like the ad mentioned earlier statistically show great rape supportive attitudes (Dill 8). There was a positive correlation between violent media advertisements or video games that endorse rape myths, such as myths of women secretly wanting to be raped in such a abusive way and who “deserve” to be raped. Those who engage in myths also partake in the traditional sex roles. Men are more capable as leaders in video games, and who are the ones who succeed while women are freedomless, and ultimately have no power or say in anything. Nonetheless, women are subservient to men in games. Media reflects the dominant ideology of the male culture against women. In America’s view, it is normal for the outside player to view males as mentally and physically aggressive while women are viewed as sexual objectifications subordinate to men. We can see in today's popular culture how gender demotes the other gender. Male versus female. Video games were a source of virtual entertainment that has spawned off of a socialization of gender throughout the years. Not only are the creators, the male culture, aware of this happening within the products they make and sell, the younger generation ranging from children and teenagers are aware of this too. It is almost firsthand knowledge that by simply playing a videogame, you are able to figure out the iconic images of gender and schemas of the typical male or female character in a game.
Women are ultimately underrepresented in video games, and as much in magazine articles and advertisements for video games as well. The images used in every source of media are of females, which adds to why it’s such a casual notion for anyone to not question but to go with the flow of such portrayals of the female gender. And although, women are being represented as the heroic figure in few recent games, many of the same genders portrayals will always exist. In order for this issue of socialization of gender within the video game pop culture to be altered or even take its first step into a new evolution, women and girls who participate in games should begin involving themselves in the gaming culture. This new participation should be raised to a new higher involvement within the industry. Due to the gaming industry being over populated with male dominance, it is time for women to become fully aware of how they are ultimately portrayed in such games and to speak up against the virtual counterparts that these games depict of them. Not only can females speak up, but men can also argue against how they are being represented in such games, because in reality, the standards to be hyper masculine, overwhelmingly aggressive, and powerful against any other person and the female species creates controversy within gender identity til this day. It's telling men this is what takes to be masculine, and telling women this is what it is to be feminine, but if they don’t reach these standards, should they not be accepted by society as normal because they don’t fit the gender portrayals that exist today?
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