Körperbilder Zwischen Reproduktion Und Ästhetisierungswechsel. Darstellungen Von Weiblichkeit Im Kontemporären Digitalen Spiel

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Körperbilder Zwischen Reproduktion Und Ästhetisierungswechsel. Darstellungen Von Weiblichkeit Im Kontemporären Digitalen Spiel Körperbilder zwischen Reproduktion und Ästhetisierungswechsel. Darstellungen von Weiblichkeit im kontemporären digitalen Spiel Bachelorarbeit im Fach Medienwissenschaft dem Fachbereich der Germanistik und Kunstwissenschaften der Philipps-Universität Marburg vorgelegt von Nils Bernd Michael Weber aus Marburg Marburg, 2018 Inhaltsverzeichnis 1 Thematische Einführung und methodisches Vorgehen ................................. 3 2 Mediale Geschlechterrepräsentationen ........................................................... 7 3 Dekonstruktion und Diskursivität von Geschlecht und Körper ..................... 9 4 Formen des digitalen Geschlechterkörpers .................................................. 12 5 Körper und Diskurs: Lara Croft in Tomb Raider ........................................... 16 6 Weiblichkeit im kontemporären digitalen Spiel ............................................. 19 6.1 Overwatch: Standardisierung – Abweichung – Diskurs .................................. 20 6.1.1 Standard, Sexualisierung und Reproduktion ......................................... 22 6.1.2 Abweichungen des ästhetischen Standards ......................................... 23 6.1.3 Heldinnen im Diskurs ............................................................................ 25 6.2 Horizon Zero Dawn: Aktive Frauenrollen ....................................................... 26 6.2.1 Die reproduzierte Superheldin .............................................................. 27 6.2.2 Superheldin vs. Frau ............................................................................. 28 6.3 Thimbleweed Park: Komplementäre, vielseitige Weiblichkeit ........................ 30 6.3.1 Ästhetische Komplementarität .............................................................. 30 6.3.2 Komplementäre Charaktereigenschaften .............................................. 31 7 Synopsis ........................................................................................................... 32 Abbildungsverzeichnis .......................................................................................... 36 Abbildungsnachweise ............................................................................................ 44 Quellenverzeichnis ................................................................................................. 47 Literatur .................................................................................................................. 47 Internet ................................................................................................................... 48 Mediografie ............................................................................................................. 51 Comics ................................................................................................................... 51 Digitale Spiele......................................................................................................... 51 Filme ....................................................................................................................... 52 Serien ..................................................................................................................... 53 Online-Videos ......................................................................................................... 54 Thematische Einführung und methodisches Vorgehen 1 Thematische Einführung und methodisches Vorgehen Mediale Geschlechterrepräsentationen bilden keine Wirklichkeit ab (wie Frauen oder Männer in der ›Realität‹ sind). Vielmehr referieren die medialen Geschlechterrepräsentationen auf Wirklichkeit, sie formen dass [sic], was soziokulturell als Weiblichkeit und Männlichkeit gilt, womit sie diese Vorstellungen (re)produzieren. (Lünenborg und Maier 41) Zahlreiche Medienprodukte suggerieren in den gegenwärtigen Verbreitungs- und Unterhaltungsmedien1 Repräsentationen von Männlich- und Weiblichkeit, die Kultur und Gesellschaft prägen (ebd. 7). Dabei erscheinen diese Repräsentationen von einer binären Geschlechterordnung und der einhergehenden Heteronormativität2 häufig als gesetzt. Aufgrund dieses noch vorherrschenden Geschlechterverständnisses ist ein Hinterfragen und Dekonstruieren der Geschlechterrepräsentation in kontemporären Mediengattungen lohnenswert. Gemeint sind hierbei nicht nur die Darstellung von geschlechterspezifischer Körperlichkeit, sondern ebenso damit gekoppelte Verhaltensweisen und Praktiken. Dies muss nicht ausschließlich das männliche und weibliche Geschlecht in seiner scheinbar binären biologischen und sozio- kulturellen Ausrichtung betreffen, sondern kann zugleich Geschlechterstereotype erörtern und kritisch aufbrechen. Beispielsweise wird die Hegemonie der Heteronormativität und deren Machtasymmetrien unter anderem innerhalb der interdisziplinären kulturwissenschaftlichen Forschungsrichtungen der Gender und Queer Studies bearbeitet und in Frage gestellt (von Braun und Inge 3; Kleiner). Die Ausformung von geschlechterspezifischen Merkmalen und Praktiken wird dabei als performativer Prozess verstanden. Das Geschlecht sei somit als Produkt aus stetigen Interaktionen mit der Umwelt eines Menschen zu sehen. Die US- amerikanische Philosophin und Philologin Judith Butler erläutert diesen Theorieansatz der Dekonstruktion von Geschlechtern und den damit verknüpften Begriff der Performativität.3 1 Hiermit gemeint sind Fernsehen, Kino, Internet und digitale Spiele. 2 Die Pädagogin Shirley R. Steinberg definiert den Begriff der Heteronormativität als eine binäre Geschlechterordnung und Gleichsetzung von Geschlechteridentität, Geschlechterrollen und sexuellen Orientierung in ihrer Monographie Diversity and Multiculturalism: A Reader. 3 Dem Thema der Dekonstruktion von Geschlechtern widmete sich Judith Butler in ihren Monographien Das Unbehagen der Geschlechter (1990), Körper von Gewicht (1993) und 3 Thematische Einführung und methodisches Vorgehen Das Zusammenspiel der Hegemonie der Heteronormativität und Performativität führt unweigerlich zu einer Auseinandersetzung mit Machtasymmetrien von Geschlechtern innerhalb unterschiedlicher Medienprodukten und -formaten. Kinofilme reproduzieren etwa Bilder und Machtverhältnisse von Geschlechtern und inszenieren die Männlich- und Weiblichkeit auf unterschiedliche Weise. Die britische feministische Filmtheoretikerin Laura Mulvey beschäftigte sich 1975 rückwirkend mit der Illustration von Weiblichkeit im Hollywoodfilm zwischen 1950 und 1960.4 Sie untersuchte, wie verschiedene Filmtitel eine Objektifizierung der Frau sowie eine binäre Geschlechterteilung auf ästhetischer, narrativer und rezipierender Ebene präsentierten, die Männer und Frauen mit klaren Attributen belege: aktiv/männlich und passiv/weiblich (Mulvey 36). Der männliche Blick der Filmfiguren sowie der Zuschauenden objektifiziere den weiblichen Körper und münde in einer „erotischen Kontemplation“ (37). Ebenso sei die weibliche Figur für die Entwicklung des Handlungsstrangs unerheblich (ebd.). Diese Beobachtungen lassen sich neben dem Kinofilm auch im digitalen Spiel der 1980er Jahre wiederfinden. Die Arcade-Spiele (Automatenspiele) präsentierten die ersten weiblichen Spielfiguren entweder narrativ-passiv5 oder ästhetisch-sexualisiert.6 Beispielsweise übernehmen die Spieler_innen in Donkey Kong (1981) die Kontrolle über die männliche Spielfigur Jumpman, der eine namenlose Frau (ab 1983 „Pauline“) aus der Gefangenschaft eines männlichen und dem Spiel namensgebenden Gorillas Donkey Kong befreien muss. Das zeitgleich erschienene Ms. Pac-Man (1981) implementierte zwar eine wesentlich narrativ-aktivere weibliche Spielfigur, die dem Spiel sogar den Namen Undoing Gender (2004). Die beiden zuerst genannten Werke werden in der vorliegenden Arbeit für einen theoretischen Unterbau der Analyse herangezogen. 4 Mulvey bezieht sich in dem ausgewählten Aufsatz auf die Filme Das Fenster zum Hof [Rear Window] (1954), Vertigo – Aus dem Reich der Toten [Vertigo] (1958) und Marnie [Marnie] (1964) des US-amerikanischen Regisseurs Alfred Hitchcock. 5 Mit dem Begriff „narrativ-passiv“ ist etwa eine weibliche Spielfigur innerhalb des verbreiteten Erzählmusters der Damsel in Distress (dt. Jungfrau in Nöten) gemeint. Der aus der Schweiz stammende Akademiker und Games-Journalist Bojan Peric erörtert dieses Thema in dem Artikel „Gender und Pixel: Damsel in Distress, Gender und Gaming“, der im Online-Bereich der Zeitschrift für Computerspielforschung Paidia veröffentlicht wurde. Peric beleuchtet in diesem exemplarisch, wie digitale Spiele das genannte Erzählmuster aufgreifen und als ein Identifikationsangebot bezüglich angenommener prädeterminierter Geschlechterrollen integrieren. 6 Weibliche Spielfiguren werden überwiegend in lasziven Posen dargestellt. Verschiedene Körpermerkmale wie Brust oder Gesäß sind dabei deutlich herausgestellt. 4 Thematische Einführung und methodisches Vorgehen verlieh, illustrierte die Spielfigur der Ms. Pac-Man jedoch sexualisiert auf Spielelogos und Werbematerialien (Abb. 1). Diese und ähnliche Darstellungen von Weiblichkeit sind keinerlei Ausnahmen, werden sie seit Jahren in der Spieleindustrie stetig (re)produziert. So werden weibliche Spielfiguren in Spieletiteln wie Kung-Fu Master (1984), My Hero (1986), Double Dragon (1987), Haunted Castle (1988) oder Adventures of Lolo (1989) als hilflose Opfer mobilisiert. Als sexualisierte und standardisierte7 Körper sowie Objekte der angenommenen männlichen Begierde, erscheinen sie in neueren Spieletiteln wie Dead or Alive 1-5 (1996-2012), Street Fighter IV (2008), Batman:
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