Gender Games: a Content Analysis of Gender Portrayals in Modern, Narrative Video Games

Total Page:16

File Type:pdf, Size:1020Kb

Gender Games: a Content Analysis of Gender Portrayals in Modern, Narrative Video Games Georgia State University ScholarWorks @ Georgia State University Sociology Theses Department of Sociology Spring 5-9-2015 Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games Jared Friedberg Follow this and additional works at: https://scholarworks.gsu.edu/sociology_theses Recommended Citation Friedberg, Jared, "Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games." Thesis, Georgia State University, 2015. https://scholarworks.gsu.edu/sociology_theses/52 This Thesis is brought to you for free and open access by the Department of Sociology at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Sociology Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA- TIVE VIDEO GAMES by JARED FRIEDBERG Under the Direction of Dr. Wendy Simonds ABSTRACT Video games are a multi-billion dollar industry; 67% of households in the United States have at least one game player. The considerable reach of this medium makes it crucial to assess the messages that audiences are taking away concerning gender in these games. In this content analysis, I investigate the representation of binary gender in the narratives of modern video games from the perspective of cultiva- tion theory. Ten popular games from 2007 through 2013 are selected for this investigation. The character- istics of each game’s main character are evaluated in the context of the narrative to uncover emergent trends, tropes, and themes over the course of gameplay. Men outnumber women in protagonist roles, and women serve as catalysts for the central conflicts throughout the narrative. Gaming narratives also tend to embody the male power fantasy trope, with both male and female protagonists becoming masculinized through the story’s progression. INDEX WORDS: Video games, Media, Gender, Cultivation Theory, Gender Schema Theory, Narrative GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA- TIVE VIDEO GAMES by JARED FRIEDBERG A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the College of Arts and Sciences Georgia State University 2015 Copyright by Jared Robert Friedberg 2015 GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA- TIVE VIDEO GAMES by JARED FRIEDBERG Committee Chair: Dr. Wendy Simonds Committee: Dr. Mindy Stombler Dr. Dawn Baunach Electronic Version Approved: Office of Graduate Studies College of Arts and Sciences Georgia State University May 2015 iv DEDICATION This thesis is dedicated to my amazing partner who listened patiently to my rantings and ravings as I changed my methodology again and again. It is also dedicated to everyone out there discussing, writing, and fighting for gender equality in video games. Keep fighting the good fight. v ACKNOWLEDGEMENTS I would like to endlessly thank my committee chair, Dr. Wendy Simonds, for her efforts to improve my writing and to tackle a medium that she originally was unfamiliar with. I would also like to thank my committee members, Dr. Dawn Baunch and Dr. Mindy Stombler, for waiting patiently as I revised my draft over and over again. Thank you all for your patience. vi TABLE OF CONTENTS ACKNOWLEDGEMENTS .......................................................................................................... v LIST OF TABLES ........................................................................................................................ ix 1 INTRODUCTION ................................................................................................................... 1 1.1 Creation ........................................................................................................................... 1 1.2 Controversy ..................................................................................................................... 3 1.3 Background and Purpose ............................................................................................... 5 1.4 Cultivation Theory .......................................................................................................... 9 2 REVIEW OF LITERATURE .............................................................................................. 10 2.1 Defining Video Games .................................................................................................. 10 2.1.1 The Avatar and The Player ........................................................................................ 12 2.2 Gender and Media ........................................................................................................ 14 2.3 Gender and Games ........................................................................................................ 19 3 METHODOLOGY................................................................................................................ 25 3.1 Sample ............................................................................................................................ 26 3.2 Procedure ....................................................................................................................... 27 3.3 Explanation of Coding Sheet ........................................................................................ 28 3.4 Updates to Previous Research ...................................................................................... 29 4 RESULTS AND ANALYSIS ................................................................................................ 30 4.1 Findings .......................................................................................................................... 31 5 DISCUSSION ........................................................................................................................ 39 vii 5.1 Cultivation Theory and Findings ................................................................................. 39 5.1.1 Representation ........................................................................................................... 39 5.1.2 Power Fantasy ........................................................................................................... 40 5.1.3 Women in supporting roles ........................................................................................ 42 5.1.4 Sexualization .............................................................................................................. 44 5.1.5 Characterization ........................................................................................................ 46 5.2 Sociological Impact ....................................................................................................... 47 5.2.1 Gender Schema Theory .............................................................................................. 48 5.2.2 Self-Discrepancy and Social Comparison ................................................................. 49 5.2.3 Agent of Socialization ................................................................................................ 50 6 CONCLUSION ...................................................................................................................... 51 6.1 Future Direction ............................................................................................................ 53 6.2 Limitations ..................................................................................................................... 54 7 References .............................................................................................................................. 55 8 APPENDIX ............................................................................................................................ 58 Assassin’s Creed 2 .................................................................................................................... 58 Bioshock .................................................................................................................................... 60 Dishonored ................................................................................................................................ 63 Fallout 3 .................................................................................................................................... 66 Infamous ................................................................................................................................... 69 Portal 2 ...................................................................................................................................... 72 viii Red Dead Redemption ............................................................................................................. 74 Resident Evil 5 .......................................................................................................................... 76 The Legend of Zelda: Skyward Sword .................................................................................. 78 Tomb Raider ............................................................................................................................ 81 ix LIST OF TABLES Table 1: Avatar Representation in Sample ................................................................................ 30 1 1 INTRODUCTION “For the longest time in human history, stories were told only face-to-face. A community
Recommended publications
  • 2K and Bethesda Softworks Release Legendary Bundles February 11
    2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics.
    [Show full text]
  • Playing with Puppets: Foucauldian Power Relations in Bioshock and Borderlands 2
    | Izabela Tomczak PLAYING WITH PUPPETS: FOUCAULDIAN POWER RELATIONS IN BIOSHOCK AND BORDERLANDS 2 Abstract The article investigates whether power/knowledge relations observed by Foucault in real life could be possibly applicable in the video game context. Two blockbuster titles, BioShock (2007) and Borderlands 2 (2009), are analysed to discuss the following aspects of Foucauldian theory: the existence of docile bodies, the creation of a dominant discourse of truth, and the maintenance of the created system. With regard to the creation of docile bod- ies, the perspective of two antagonists (Andrew Ryan and Handsome Jack) is centralised, and their role in creating a hierarchical system is presented. The Foucauldian rules of enclo- sure and rank, being crucial to the concept of docility, can be seen in the representation of the city of Rapture and the planet of Pandora. To develop the argument further, the rules connected to establishing and upholding the regime of truth, such as dissemination of knowledge, laws, monitoring and distribution of good, are analysed. Key words : Michel Foucault, power/knowledge, video games, Bioshock , Borderlands 2 Introduction Faced with rapid development, analyses of cultural products are bound to constantly expand to include new emergent genres. TV series, YouTube videos and blogs are reshaping and re-evaluating the state of the contemporary society, which in turn leads to greater confusion in their interpretation. One of the flour- ishing genres that challenges traditional modes of analysis are videogames. This 206 Playing with Puppets... unique mix of interactive and immersive features with pre-written narratives, at a glance, will seem to require separate critical tools; however, videogames still derive richly from literary theory and philosophy, and as such can be interpreted in those terms.
    [Show full text]
  • The Art of Dishonored 2 Free Ebook
    FREETHE ART OF DISHONORED 2 EBOOK Bethesda Games | 184 pages | 17 Nov 2016 | Dark Horse Comics,U.S. | 9781506702292 | English | Milwaukie, United States The Art of Dishonored 2 The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2!. has been visited by 1M+ users in the past month. The Art of Dishonored 2 by Bethesda Studios, Hardcover | Barnes & Noble®. The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin. Our Stores Are OpenBook AnnexMembershipEducatorsGift CardsStores & EventsHelp. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2! ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. has been visited by 1M+ users in the past month. The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2!. The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match.
    [Show full text]
  • Non-Optional Choice and Libertarian Idealism in New Media
    The Rapture at the World’s End: Non-optional Choice and Libertarian Idealism in New Media Stephen Joyce Abstract Central to the experience of new media is the idea of interactivity, even though this dovetails problematically with both arguments for grassroots agency and neo-liberal economic philosophies alike. This paper examines the 2007 computer game Bioshock in relation to its thematic employment of the ideals of market libertarianism as depicted in the novels of Ayn Rand and its strategic use and withholding of agency at critical moments in the gameplay. It argues that Bioshock not only uses the techniques of traditional narrative forms to address the culturally significant issue of the impossible alliance between traditionalism and libertarianism under a conservative banner but also uses the interactive medium to generate a genuinely new aesthetic experience in which the logic of free choice in the narrative, ideology, and medium are simultaneously brought into juxtaposition. This moment marks a landmark development in digital narrative and opens new possibilities for the art form. You didn‘t come here to make the choice. You‘ve already made it. You‘re here to try to understand why you made it. The Matrix In The Matrix trilogy, from which the above quote is taken, humanity has been forced into unwitting slavery by machines and all hope rests with the hero, Neo, who must make the decisions that will save or damn the world. Yet in seeking to make people free, Neo confronts the paradox that his own path is fixed; choice, the hallmark of liberty, is denied the one who offers it to others.
    [Show full text]
  • Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015
    Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015 LOS ANGELES, CA -- (July 28th, 2015) -- Loot Crate, the monthly geek and gamer subscription service, today announced their partnership today with Bethesda Softworks® to create an exclusive, limited edition Fallout® 4 crate to be released in conjunction with the game’s worldwide launch on November 10, 2015 for the Xbox One, PlayStation® 4 computer entertainment system and PC. Bethesda Softworks exploded hearts everywhere when they officially announced Fallout 4 - the next generation of open-world gaming from the team at Bethesda Game Studios®. Following the game’s official announcement and its world premiere during Bethesda’s E3 Showcase, Bethesda Softworks and Loot Crate are teaming up to curate an official specialty crate full of Fallout goods. “We’re having a lot of fun working with Loot Crate on items for this limited edition crate,” said Pete Hines, VP of Marketing and PR at Bethesda Softworks. “The Fallout universe allows for so many possibilities – and we’re sure fans will be excited about what’s in store.” "We're honored to partner with the much-respected Bethesda and, together, determine what crate items would do justice to both Fallout and its fans," says Matthew Arevalo, co-founder and CXO of Loot Crate. "I'm excited that I can FINALLY tell people about this project, and I can't wait to see how the community reacts!" As is typical for a Loot Crate offering, the contents of the Fallout 4 limited edition crate will remain a mystery until they are delivered in November.
    [Show full text]
  • Master Thesis Project Artificial Intelligence Adaptation in Video
    Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion.
    [Show full text]
  • The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
    The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation.
    [Show full text]
  • The Heroic Journey of a Villain
    Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness.
    [Show full text]
  • Dishonored' Video Game Sequel Set for November Debut 3 May 2016
    'Dishonored' video game sequel set for November debut 3 May 2016 the Year" honors after it was released in 2012, let players choose between using their wiles to accomplish a variety of missions without harming adversaries. The sequel lets people play as the original protagonist, royal protector Corvo Attano, or opt to be Empress Emily Kaldwin, according to Bethesda. Versions of the sequel have been tailored for play on PlayStation 4 or Xbox One video game consoles and on computers powered by Windows software. © 2016 AFP The Arkane Studios sequel to hit video game "Dishonored" lets people play as the original protagonist, royal protector Corvo Attano, or opt to be Empress Emily Kaldwin Bethesda Softworks on Tuesday announced that a keenly-awaited sequel to hit video game "Dishonored" will be released on November 11. The world will get its first glimpse of play in the first- person action game during a special showcase at an annual Electronic Entertainment Expo that will take place in Los Angeles next month, according to Bethesda. The sequel by Arkane Studios will let players once again take on the role of a supernatural assassin out to avenge betrayal and right wrong. "Play your way in a world where mysticism and industry collide," game publisher Bethesda said in a release. "The story responds to your choices, leading to intriguing outcomes." The original "Dishonored," which won "Game of 1 / 2 APA citation: 'Dishonored' video game sequel set for November debut (2016, May 3) retrieved 1 October 2021 from https://phys.org/news/2016-05-dishonored-video-game-sequel-november.html This document is subject to copyright.
    [Show full text]
  • Dishonored X360 Manual Forw
    CONTENTS WARNING Before playing this game, read the Xbox 360® console and GETTING STARTED . 1 accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to STORY OVERVIEW ......................................2 www.xbox.com/support. PLACES OF INTEREST . 2 KEY CHARACTERS . 4 MENUS ..............................................5 Important Health Warning About Playing Video Games HEADS UP DISPLAY . 5 Photosensitive seizures A very small percentage of people may experience a seizure when exposed to CONTROLS LAYOUT . 6 certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have QUICK-ACCESS WHEEL . 6 an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. JOURNAL ............................................7 These seizures may have a variety of symptoms, including lightheadedness, altered GAMEPLAY ...........................................8 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of WEAPONS ............................................9 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. SupernaturaL POWERS . 10 Immediately stop playing and consult a doctor if you experience any of these WITCHCRAFT & THE OUTSIDER . 11 symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these SHOP / UPGRADES / BLUEPRINTS . 11 seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a MISCELLANEOUS ITEMS OF INTEREST .
    [Show full text]
  • The Cake Is a Lie!« Polyperspektivische Betrachtungen
    Michelle E. Ouellette/ Marc A. Ouellette Make Lemonade: The Pleasantly Unpleasant Aesthetics of Playing ›Portal‹ This paper takes its title and an important cue from the folksy premise of the axiom, »When life gives you lemons, make lemonade«. The paradoxical posi- tion that something unpleasant can be turned into something pleasant offers not only an entry point for an engagement with the Portal series, but also an opportunity to consider directly the applicability of Friedrich Schiller’s model of three inherent drives to the study of video games. Thus, our paper will sit- uate Schiller’s aesthetic principles within existing game studies scholarship, will examine how these apply to the Portal series’ implementation of rules, play and affirmation, and will consider the ramifications of the commentary which inheres in the process. Most importantly, the three drives – normative, sensuous, and play – map directly onto the rules and the rewards of the games. As well, this pattern appears in the form and in the content of the games so that the ways in which rules, affirmation and their linkage through play produce en- joyment also make the Portal series obvious examples of good art. In the case of affirmation, the fact that these rewards are through negative affirmation makes no difference. GLaDOS and Wheatley’s taunts and barbs, and the jour- ney on which they lead us, engages both the cognitive and affective responses of the players. The pleasure of this game is located in both of these responses; we are driven to think about the game, and the game makes us feel (bad).
    [Show full text]
  • The Knife of Dunwall
    CONTENTS See important health CONTROLS LAYOUT .......................................... 2 and safety warnings in the QUICK-ACCESS WHEEL . 2 STORY OVERVIEW ............................................ 3 system Settings menu. PLACES OF INTEREST ........................................ 3 KEY CHARACTERS ........................................... 5 THE KNIFE OF DUNWALL . 6 GETTING STARTED THE BRIGMORE WITCHES ���������������������������������������������������������������������������� 7 DAUD’S WEAPONS ........................................... 8 ® PlayStation 4 system DAUD’S POWERS ............................................ 9 Starting a game: Before use, carefully read the instructions supplied with the PS4™ computer MENUS ................................................... 10 entertainment system. The documentation contains information on setting up and using your system as well as important safety information. HEADS UP DISPLAY ......................................... 10 Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks in JOURNAL ................................................. 11 blue, and then lights up in white. Insert the DISHONORED: DEFINITIVE EDITION disc with the label facing up into the disc slot. The game appears in the content area of the home screen. Select the GAMEPLAY ................................................ 12 software title in the PS4™ system’s home screen, and then press the S button. Refer to this manual for information on using the software. WEAPONS ................................................
    [Show full text]