Wednesday 2 May 2012


“The gender system which seems so significant for so many societies, forbids the sameness of male and female”[1]
In the last decade, there has been an up rise of negative representations of females in the video game industry, as the years have gone on and technologies being ably advanced producers have created more of a variety of gaming consoles. Recently, females are portrayed as sex objects and the video game industry continues to objectify women. As the years have passed, producers have heavily introduced the use of female characters in many console games which can have a negative and positive impact of the minds of the consumers. The portrayal of women in videos games has often highlighted the subject of both academic studies and controversy as creators continue on to develop new games which is starting to inflict damage on young minds. A previous study lead by Dmitri Williams examined questions regarding the representations in video games and suggested that media under representation can be an indicator of social inequality. He also mentioned “ in television it was always a landmark moment when some minority or disenfranchised group appeared on the screen for the first time”[2] this links in with females appearing in video games as this was huge step for creators and users in the gaming industry.
One of the first negative portrayals of females in video games was the release of the first gaming console, Attari.  It had produced a game called Custer’s Revenge, where the aim was to rape a Native American woman. The game was produced in 1982, where misogyny was still common. However, the game was controversial as there was a limit to the amount of misogyny presented in other media, such as film and TV, but this video game showed a violent attack on women.[3] Although the packaging of the game stated that it was not for young audiences, it would still be harmful to society as there is a limit to the amount of regulation and censorship of video games, meaning that it would be possible for anyone to have access to it.
The portrayal of women in video games has often been the subject of controversy as the one of the most famous games in the world started of this issue. Lara Croft`s Tomb Raider was one of the first games that had a female protagonist and was a big change for gamers. The reason why it caused controversy was due to the fact that it had portrayed a negative image due to the unrealistically body types portrayed. Lara Croft’s breast size was criticised even though game makers had made the point that this feature was not used for marketing uses. However, by Lara Crofts breast size being un-realistic this enables game users to feel the effect of the male gaze[4] and would carry on seeing women as sex objects. By having women presented in these stereotypes, male audiences are gratified as they get scopophilic pleasures from looking at women in sexual roles.  As this was the first example of negative portrayals of females it was also a positive for the gaming industry as this was the start of where more females would be involved in video games.
Earlier before the release of Tomb Raider females were available to use in more selectable character video games, an example of this would be a game where you can chose which character to be like Tekken, Mortal Kombat, Street Fighter, Dead or Alive, Soul and the King of Fighters series. These games both give the chance for users to choose whether to be a female or a male. However, in the games the portrayal of females was totally different compared to other games where females were portrayed as being sex symbols. Kitana in the fighting game “Mortal Kombat”[5] is shown to be wearing tight clothes from chest to bottom and the fact that her breasts are large this shows to be sexualisation of her particular character. As the game was created in the post-feminist era, audiences believed that the sexualisation of women is a way of giving them more power over men so this objectification was not as negative as it would have been in earlier years. “The traditional view of women as dedicated “housewives” seems to be all but extinct, only around one in six women and one is five men (mostly older people) think women should remain at home while men go out to work”.[6]However, as the character fights using blades, which are phallic objects, it could be interpreted that women are only given strength with masculine objects. This has also seem to found its way onto the television screens and print formats as females now can use their sexuality without being portrayed negatively, an example of this is in “Performance VW” which is a car magazine dedicated to fans of Volkswagen, a female is bending over a car bonnet only wearing a g-string and her bum is visible but she has her back towards the camera. Although the female is not fully naked, she is still objectifying herself. However, as back is towards the camera, male audiences need to find scopophilic pleasures in other aspects of the image, which leads to fetishisation of other body parts such as her legs.
As the years have gone on with technology being more advanced game creators have been able to produce new gaming consoles which allows them to compete for the gamers. With the Grand Theft Auto Series[7] becoming increasingly popular amongst gamers across the world it has always followed its same features and conventions of their portrayal of females in the game. Ever since Grand Theft Auto 3 was released features such as females being prostitutes has been the main feature in the games series and continues to cause a lot of controversy amongst females across the world. Gamers are rewarded when killing prostitutes with money in game which would have a huge affect on the younger generation. Although this game is strictly rated 18, it doesn’t mean the younger generation cannot access this as they have ways of purchasing this game. As younger audiences are exposed to this violence towards women they become desensitised to this issue. “The class which has the means of material production at its disposal has control at the same time over the means of mental production”[8]. According to the Copycat theory, this could lead audiences to imitate the misogyny that they see in the games. This negative portrayal of females in video games could cause audiences to be cultivated into treating women negatively in reality.
One of the first positive portrayals of females in video games was in the game Uncharted[9], the objective of this game is for the female protagonist is to travel around the world to uncover various historical mysteries along with her 2 male companions. Although in this game you can choose to select what character you can be throughout the game, it still showed a positive portrayal of women. The rating of the game was 3+ or E standing for everyone which meant that the game had to have clean content and couldn’t sexualise any of the characters in the game. However, although the game has positive representation of females, this could be because the producers “had to” and not because they wanted to revolutionise the portrayal of women in video games. The Angel/Whore dichotomy[10] says that they are only two representations of women. In Uncharted, the lead female has the angel characteristics because she is portrayed as being an intelligent and ambitious during her conquest throughout the game.
Video games that have a narrative throughout often seem to single out females or are included within the story line of certain games, an example of this is in the game “Scarface”, the main protagonist is ironically a male as it follows the same narrative as the film. Throughout the game, gamers have the option to pick up and talk to femme fatales which also highlights the fact of these women being portrayed negatively. The females in the game are often following the normal code and conventions of femme fetals who are wearing tight clothes, short dresses and often a slight show of their bodies. Gamers who play this game on the Playstation have the option to press one button which enables the character to talk to these females, “why don’t you go and teach some blind kids”[11]. This is stereotyping females in the game as a female would be a teacher but the point is continuously reiterating the point. Once again the younger generation are exposed to this material and will be bound to carry on using these lines they learnt from the game and be cultivated into believing these negative stereotypes are true. Portrayal of females in video games has varied throughout the years as some institutions keep using negative portrayals however some try to use positive representations.
In some cases females are found to be represented negatively in games that often has  a character who has to follow a narrative for example Todorov states that “stories often begin with a equilibrium then often the story faces disruption due to an event and them is resolved in the end”.[12] However this seems to have made its way across to stories that continues on and have no ending, an example of this is through the game called Need for Speed which is a racing game where gamers start off at the bottom with downgraded car and often end the game with the best car in the game. Through this story gamers would come across a so called side kick which was a female, this continues in the need for speed series. A contemporary example of this is the newest version “Need for Speed The Run” where the side kick who is a female is shown to be helping her male companion through the races and navigation of races, “Mila” is shown to be looking much sexualised and looking like a sex object. This similarly links into some females in games being portrayed as femme fetales which seems to be a very common link with negative portrayal however in this game females have found their way into racing games and are portrayed positively.
In conclusion the portrayal of females in video games has varied during its first appearance in the 1980`s with Atarri`s controversy game which has been labelled as the 10th worst game in the world. It seems that negative portrayals of females has found its way into the video game screen which are an estimated 217 million people in the world play each day. “Western nations dominate the media around the world which in return effects on third world culture by imposing on them western views and therefore destroying narrative culture."[13] This majorly affects third world countries as they are following what they perceive in games which are created by institutions from the western side of the world.
As technology has advanced throughout the last decades there are many examples of where representation of females is either positive or negative. In my opinion I feel as if the 15 + 18 game genres are all the games that contain negative portrayals of females and see this in the sense of it being a game but don’t seem to realise that its reality, as mentioned earlier regarding the younger generation being exposed to this kind of material which will definitely have a huge knock on effect on their minds.  44% of gamers are also female which also plays a physiological game on females as they are many females out there who enjoy the concept of running over and killing prostitutes through the Grand Theft Auto series.[14]Portrayal of females in video games has an interesting view to looking into the future as institutions, new digital media and game creators would all have a major impact on what we see in video games in the future regarding the portrayal of females in video games.


[1] Representing men , maleness and masculinity in the media – Kenneth MacKinnon
[3] Schadenfreude
[4] Male gaze – Laura Mulvey
[5] Mortal Kombat (2011 video game) – midway studios by Warner bros Interactive label
[6] Media, gender and identity by David Gauntlet – pg 4 
[7] Grand Theft Auto – Rockstar Productions
[8] Marxism – Karl Marx
[9] Uncharted video game - Naughty Dog
[10] Angel/Whore dichotomy http://encyclopedia.jrank.org/articles/pages/845/Women-Stereotypes-of.html
[11] Scarface: The World Is Yours is -  Radical Entertainment
[12] Todorov - Tzvetan Todorov's theory of narrative
[13] Cultural imperialism – Schiller
[14] Viscerality