Friends of Enchanted Rock- Clean up day
13 years ago
Zoophobia - zo·o·pho·bi·a (zō'ə-fō'bē-ə) n. An abnormal fear of animals
Female video game characters tend to verge on the extreme opposites of sexuality, neither of which are particularly flattering or accurate. On one end of the spectrum, there are women who are portrayed as helpless damsels that lounge around in long pink dresses, waiting to be rescued by your typical hero, and on the other end you have self-reliant, empowered women who risk endless sexualisation from video game developers or the gaming community as a whole
* Men fear strong, empowered women because these women make men feel weak. Sexualising these characters portrays them as having a weakness (i.e. sexual hunger) that can only be cured by men, thus returning the male to an alpha position.History of Female Game Icons
* Video game developers felt that games featuring independent women in the title role would alienate traditional male gamers so the characters were sexualised to entice players.
* Men are so shallow that every woman they see offers the opportunity to create a vacuous sex object in their heads. Video games (and the internet) have offered society the opportunity to share these musings.
* Female characters with large breasts and little clothing sell more games; we’re in a shady business after all.[*]
Yes, that’s right. The woman who in the first five minutes of the game gives the squad access to the ship by using her missiles is restricted from using her abilities... until a bland male character dictates it to her.Interestingly, Heppe's criticism focused little on Samus' appearance and more on her personality. Samus' tight skin zero suit she wore throughout the last couple games, and not her vulnerability, was the target of others criticism.
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In short, you're asked to forget that Samus has spent the last 10-15 years on solitary missions ridding the galaxy of Space Pirates, saving the universe and surviving on her own as a bounty hunter. Instead, Other M expects you to accept her as a submissive, child-like and self-doubting little girl that cannot possibly wield the amount of power she possesses unless directed to by a man.
Modern gamers may not think much of a bikini clad 8-bit image of a woman, but this was probably the most provocative image to appear in a mainstream NES gameYet, no one can deny that regardless of intent and origins, both male and female fans have attributed their own meaning to Samus' gender. As one blogger writes:
The largely male (and largely very young) demographic of NES players tended to be surprised, “Hey, I kicked ass, and I’m a girl!”, suggesting a the potential for a kind of gender equity for video game warriors and that little boys might think of women’s roles as warriors in a slightly less traditional way.and another
As for Samus, when I was little, playing the game, and saw the ending of Samus in her skin-tight outfit, I didn't mind. I was a little girl, and the thought of another girl doing something as awesome in a game like Metroid...
It dawned on me that if Abbie hadn’t pointed it out, I would never have thought of Other M that way. I simply didn’t have the necessary perspective to see the larger implications of the narrative decisions Team Ninja and Nintendo had made. I began to wonder how differently GamePro’s review would’ve turned out, had I assigned the game to a woman instead of doing it myself.Kim, I believe, is spot on. The game industry, especially the media needs more critical reviewers to address questions of sex, race, and gender, among other things, not only within their practice, but also within their hiring. If Heppe did not have the position she did, her voice and criticism would not have reached so many ears and eyes and Kim would never have been conscious of his oversights. More critical reviewers can put greater pressure on the industry and make gamers likewise more aware of problems in gaming. This is critical, because as Kim recalls, gamins has tremendous cultural significance and outperforms even Hollywood financially.
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reading Abbie’s review and talking to the lone female member of our staff, News Editor AJ Glasser, about this issue makes me wonder if I should start factoring in gender – both of the game and of its reviewer
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While games are, first and foremost, a form of entertainment, they’re rapidly taking on the same sense of cultural weight and significance as established art forms like cinema and novels; this is why it’s important to discuss these issues and wonder how things like gender, race, class, and religion can affect our perceptions of the games we play.
Hopefully the purists won't get too bent out of shape. This is just the next version of the pinup [...] We treated these women just like they are celebrities[...] We treated them real, as if they had turn-ons and turn-offs [... ] There's a funny kind of almost paternal feeling that a lot of these game creators have about their creations [...] Are you going to let your little girl pose in Playboy?' is the question we were asking. But a lot of them saw the benefit, both aesthetically, and ... hey, sex is part of life.While such a maneuver may be celebrated by many gamers as "getting to know" the female character better, being an acknowledgment of the gaming community, and the transcendence of a fantasy world into a real magazine, the inclusion of video game women in the spread confirms that these women have truly become sex objects. The sex object status of these female characters, however, goes deeper. There aren't women who are choosing to be in the spread whether because of financial, prestige, or fun, but rather these are images of wholly virtual women who are little more than their representations--whom have no agency at all apart from their male engineers. They do not occupy an agency all of their own.
the message is clear: even after a genetic bounty, all-but-certain plastic surgery and dieting, good lighting, a pro-photographer, and dozens of shots, even the fantasy woman is not fantastic enough. Ironically, it's that mentality, and its cookie-cutter sexual sensibility, that's helped make Playboy irrelevant in the years since.Women have become mere raw material, inspiration for these shoots as they get replaced or cleaned up by the virtual. Women become increasingly absent, yet ever more present. Without representation in the videogame and sex industry, there may be a future in which male heterosexuality is possible without actual women, yet women still must deal with the real consequences of such sexual subjects. Some men, surrounding themselves with virtual porn and sex robots whose form is that of "woman," are but virtually objectifying women as the real objects are no longer female subjects.