Friday, November 22, 2013

Disbelieving the Dissipation of the Damsel in Distress

Burgess, Melina C. R., Steven Paul Stermer, and Stephen R. Burgess.  “Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers.”  SexRoles Sept. 2007: 419-33.  Academic Search Premier.  Web. 11 Nov. 13. 
The article written by Burgess, Stermer, and Burgess is an academic research paper discussing the portrayal of both men and women on the covers of video games.  Based on their findings, men are the main characters within games of all genres five times more often than women, and when women are present on a cover of a game, they are nearly always portrayed with a male.  Whenever females are present within a game, nearly half of the characters are shown as sexualized in some manner.  This article works to against my claim stating that the portrayal of women in games, despite the rise in female players, has not occurred.

  Disbelieving the Dissipation of the Damsel in Distress
 A young woman rebounds and smashes into her opponent, knocking them out with one swift kick to the head.  The player rejoices as she completes the blow in her game as a female protagonist; she has formed a connection to the character on the pixelated screen that could not have been developed with a male character.  The portrayal of women within video games has changed greatly throughout the years through the implication of strong female characters; however, some refuse to view this change as significant.  Even with these contradictory statements regarding the change of women in games, such viewpoints can be analyzed and proven to show that there has been substantial change within the genre of video games.

            Authorities on the subject of the portrayal of video games state that such change observed is not entirely present within the industry; only select games in an insignificant portion of the gaming market have adapted to display women in a positive manner.  Within the article “Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers,” Burgess states that women, if seen throughout a game, are involved in less action and plot, and when shown on the screen, are usually dramatically sexualized (429).  In order to prove this point, she and her fellow researchers conduct an experiment regarding images of women on video game covers.  Through her analyses, she discovered that the majority of women, who were not typically shown on the covers, were either objectified to an obese degree or were shown in conjunction with the male protagonist.  Such images, in her opinion, represented the idea that the gaming industry has not improved their outlook on the feminine identity.

            This article directly challenges my point of view that women’s roles have significantly grown throughout the last decades, but a common ground can be met between our dissenting opinions.  Burgess’s main claim that “while the call for increased representation has been heard, it is difficult to interpret the type of representation as truly a step forward” (430) displays the common mentality that has circulated through the minds of women’s advocates: not enough is being completed in order to display women in a suitable fashion.  While I can agree that that women are still being mistreated within this genre of media, I believe that the changes occurring cannot be brushed off like dust sitting on a worn console.  Because a woman is shown in an inappropriate manner on select covers of video games does not mean that the women gamers’ voices have been ignored and extinguished.  Degradation does exist, but the alteration of women’s roles is also occurring.  A researcher cannot ignore that baby steps have been taken in the right direction to right these atrocities. 

The article also states that by simply portraying women beside men on video game covers automatically shows that men are the more dominant figures within games.  Even though this would be the case for a variety of games, most of the covers showing women contain games with a strong female presence.  For example, Aqua within the game Birth by Sleep in the Kingdom Hearts series is pictured with two male characters on the game’s cover, yet she is the most powerful protagonist of the three.  A few other statements can be found as conflicting; she states that the violent nature of the men and women characters has an effect on the way that women are sexualized within games.   While this can be true in most cases, basing sexualization of a character based on their fighting capabilities does not mean that women’s roles have been abused because of the difference in violence; most women do not tend to be as violent as men.

            Even though dissenting opinions have been voiced pertaining to the change in the representation of women in video games, the information provided by this source can be incorporated into my argument.  Because I am showing the change of the portrayal as well as advocating for a larger change to be instated within the gaming community, I am able to use Burgess’s research as an example of how video games have changed their display of women through the use of video game cover art.  While I am not covering the ways in which violence within games can affect women’s opinions on this form of media, such information can be used to show that female protagonists now act in the same manner as males in order to display equality.  As the heroine rubs her hands together contently while sauntering away from her latest victory, the girl behind the controller is satisfied, for her tiny voice within the gaming industry had finally been heard.

Sunday, November 3, 2013

Annotated Source

Burgess, Melina C. R., Steven Paul Stermer, and Stephen R. Burgess.  “Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers.”  SexRoles Sept. 2007: 419-33.  Academic Search Premier.  Web. 11 Nov. 13. 
The article written by Burgess, Stermer, and Burgress is an academic research paper discussing the portrayal of both men and women on the covers of video games.  Based on their findings, men are the main characters within games of all genres five times more often than women, and when women are present on a cover of a game, they are nearly always portrayed with a male.  Whenever females are present within a game, nearly half of the characters are shown as sexualized in some manner.  This article works to support my claim because the research shows through actual data that women’s portrayal within video games has been negative throughout all genres of games.