Gender Representations in Spider-Man Video Games

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Gender Representations in Spider-Man Video Games Gender representations in Spider-Man video games Master’s Thesis Miro Helenius University of Jyväskylä Department of Language and Communication Studies English May 2021 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistis-yhteiskuntatieteellinen tiedekunta Kieli- ja viestintätieteiden laitos Tekijä – Author Miro Helenius Työn nimi – Title Gender representations in Spider-Man video games Oppiaine – Subject Työn laji – Level Englannin kieli Maisterin tutkielma Aika – Month and year Sivumäärä – Number of pages Toukokuu 2021 67 Tiivistelmä – Abstract Supersankarit ovat nykypäivänä suosionsa huipulla, erityisesti elokuvissa ja tv-sarjoissa. Samankaltaista suosiota nauttivat videopelit, jotka ovat vuosien mittaan nousseet myös valtavirran suosimaksi viihdemuodoksi. Tämä tutkielma yhdistää supersankarit ja videopelit, sillä tutkimuksen keskiössä ovat sukupuolten representaatiot Hämähäkkimieheen pohjautuvissa videopeleissä. Aiemmat tutkimukset supersankarisarjakuvista, -elokuvista, -sarjoista ja yleensä videopeleistä ovat löytäneet muun muassa hypermaskuliinisia ja epäinhimillisiä mieskuvia sekä seksualisoituja, passiivisia ja toissijaisiin rooleihin asetettuja naiskuvia. Koska nimenomaan supersankaripeleihin keskittyvää tutkimusta oli haastavaa löytää, valikoituivat niissä esiintyvät sukupuolten representaatiot tutkielman aiheeksi. Tämä tutkielma keskittyy ikoniseen supersankariin Hämähäkkimieheen ja tämän kumppaniin Mary Janeen. Aineistona toimivat kaksi menestynyttä videopeliä, vuoden 2000 Spider-Man ja vuoden 2018 Marvel’s Spider-Man. Aineisto kerättiin pelejä pelaamalla ja YouTube-videoita katsomalla. Hahmojen esittämiä sukupuolten representaatioita tutkittiin kuudesta elementistä koostuvaa karakterisaatioluokittelua soveltamalla. Spider-Manin Hämähäkkimies edustaa takavuosille tyypillistä osittain liioitellun maskuliinista machosankaria, eikä siviilihenkilöllisyys Peter Parkerin hahmoa kehitetä juuri laisinkaan. Marvel’s Spider-Manin Hämähäkkimies taas on huomattavasti kypsempi ja inhimillisempi, ja Peter Parker -hahmoa kehitetään lähes yhtä paljon kuin supersankaria itseään. Mary Jane puolestaan kehittyy Spider-Manin seksualisoidusta ja passiivisesta uhrista Marvel’s Spider- Manissa modernin toiminnalliseksi naiseksi, joka ei vaaroja kaihda. Tutkimuksen löydökset edustavat samaa progressiivisempaa linjaa, joka on havaittu myös muissa medioissa. Se ei heijastele vain videopelien muutosta, vaan myös yhteiskunnan muutosta. Aiemmin aliedustetut ja -representoidut ryhmät saavat enemmän näkyvyyttä ja hyväksyntää, kun tulevaisuuden representaatiot ovat monimuotoisempia. Asiasanat – Keywords characterization, gender representation, spider-man, video game Säilytyspaikka – Depository JYX Muita tietoja – Additional information Table of Contents 1. INTRODUCTION ........................................................................................................................... 1 2. THEORY AND CONTEXT ............................................................................................................ 4 2.1. Gender representations in superhero comics ............................................................................ 5 2.2. Gender representations in superhero films and TV shows ....................................................... 9 2.3. Gender representations in video games .................................................................................. 13 2.4. Characterization ...................................................................................................................... 17 2.4.1. Pearson’s taxonomy ......................................................................................................... 19 3. THE PRESENT STUDY ............................................................................................................... 23 3.1. Data and methods .................................................................................................................... 23 3.2. Spider-Man (2000 video game) .............................................................................................. 24 3.3. Marvel’s Spider-Man (2018 video game) ............................................................................... 25 4. ANALYSIS AND DISCUSSION .................................................................................................. 27 4.1. Spider-Man/Peter Parker (SM) ............................................................................................... 27 4.1.1. Psychological traits/habitual behaviors ............................................................................ 27 4.1.2. Physical traits/appearance ................................................................................................ 29 4.1.3. Speech patterns ................................................................................................................ 30 4.1.4. Interactions with other characters .................................................................................... 34 4.1.5. Environment ..................................................................................................................... 35 4.1.6. Biography ......................................................................................................................... 36 4.2. Mary Jane Parker (SM) ........................................................................................................... 36 4.2.1. Psychological traits/habitual behaviors ............................................................................ 36 4.2.2. Physical traits/appearance ................................................................................................ 36 4.2.3. Speech patterns ................................................................................................................ 37 4.2.4. Interactions with other characters .................................................................................... 39 4.2.5. Environment ..................................................................................................................... 39 4.2.6. Biography ......................................................................................................................... 40 4.3. Spider-Man/Peter Parker (MVS) ............................................................................................ 40 4.3.1. Psychological traits/habitual behaviors ............................................................................ 40 4.3.2. Physical traits/appearance ................................................................................................ 43 4.3.3. Speech patterns ................................................................................................................ 44 4.3.4. Interactions with other characters .................................................................................... 48 4.3.5. Environment ..................................................................................................................... 49 4.3.6. Biography ......................................................................................................................... 50 4.4. Mary Jane Watson (MVS) ...................................................................................................... 51 4.4.1. Psychological traits/habitual behaviors ............................................................................ 51 4.4.2. Physical traits/appearance ................................................................................................ 52 4.4.3. Speech patterns ................................................................................................................ 53 4.4.4. Interactions with other characters .................................................................................... 57 4.4.5. Environment ..................................................................................................................... 58 4.4.6. Biography ......................................................................................................................... 59 4.5. Discussion: Main findings and previous research ................................................................... 59 5. CONCLUSION .............................................................................................................................. 65 6. BIBLIOGRAPHY .......................................................................................................................... 68 1. INTRODUCTION Superhero media is currently at the height of its popularity. In particular, the cinematic universes of the two industry juggernauts, Marvel and DC, have managed to achieve tremendous success. The DC Extended Universe’s (DCEU) worldwide box office revenue is 5,47 billion U.S. dollars, while the Marvel Cinematic Universe (MCU) has grossed 22,56 billion U.S. dollars in total. This means MCU is the highest-grossing film franchise of all time (Statista 2021a). In addition, 2019’s Avengers: Endgame film alone has grossed nearly 2,8 billion U.S. dollars, making it the highest- grossing film in the world, surpassing the likes of James Cameron’s Avatar, the previous holder of the record (BBC 2019). The recent years have also seen an increase in the number and popularity of superhero TV shows. The programmes, both on TV and on various streaming services, vary from darker crime thrillers such as Jessica Jones and Daredevil, and the “bizarre” and “trippy” Legion, to the oddness of Doom Patrol
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