Role-Playing Gender, and How the Game Industry Has Sustained and Defied Sexism
RPG: Role-Playing Gender, and How the Game Industry Has Sustained and Defied Sexism ReBecca Elizabeth Compton BA (Ball State University), MA (Kingston University) A Thesis Submitted in Candidature for the Degree of Doctor of Philosophy Thesis Summary Despite the wider cultural progress of gender equality, game content which perpetuates sexist beliefs about gender is uncomfortably common. Games have historically used narrative and programmed mechanics to advocate that women are valuable only when performing exaggerated femininity – they must look and behave biologically female, even when playing as non-human races. Game content suggests that women desire play such as fighting from a distance, healing, and otherwise supporting the masculine, combative role while being denied equal agency. From this viewpoint, women are at their most feminine – their ‘ideal’ state – when they are objectified, and as cultural artefacts games reveal society’s adherence of the same values: sexist content articulates the dichotomy of man=capable, woman=incapable that structures Western culture. Yet there are signs of change in both games and the industry, and the thesis explores the power of sexist representations and the progress toward inclusive game content. The industry is increasingly representing women and marginalised groups in ways which highlight intellectual solutions over the use of force, explore non-heterosexual sexuality, or feature cooperation that encourages relations of equality beyond gender boundaries, as well as empowered female characters whose stories overcome sexism, racism, and other forms of oppression. ‘RPG: Role-Playing Gender’ looks at games using a mixed-methodological approach which combines ‘close readings’ of games as texts alongside other popular culture and art forms, ethnographic surveys of game communities, and interviews with members of the gaming world.
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