E G J

Media Evolution and the Professional Industry
The Report
As a group we decided to study the representation of women within videogames, how their representation within videogames has evolved over time and the reasoning behind why they were and still are represented within these ways. We started off our project by considering the history of women within video games, from when they first began featuring within videogames to how they are represented today within the industry. I decided to search the internet for the first instances of when women appeared within video games to get a clear picture of where it all began. I constructed a timeline which can be seen within our video curated at the beginning of the presentation, and inserted imagery of the characters I mention so my audience could visualize them accordingly.
As I did my research, I began to compile evidence which showed that the main first instance a woman was seen to be represented within videogames was when General Computer Corporation developed a sequel of the Pac Man game, Ms. Pac-man (1982). [1]. I discovered that the only defining difference between Pac-man, and Ms Pac-man were long eyelashes and a red bow placed on her head. I further then discovered that the protagonist within Nintendo’s Metroid game (1986), Samus Aran, was classed as the “first playable human female character within mainstream video gaming” [2]. Although, I did feel like this still wasn’t enough as players were unaware of the characters true gender until the end of the game when it was revealed she was female. I felt as though women in the 1980’s were still not getting enough recognition within the gaming industry, and when they did it was masked or a partner of a huge successful character. This feeling carried on as I continued my research, when I discovered that Nintendo developed Princess Peach within their successful Mario franchise. Princess Peach was portrayed as a ‘damsel in distress’ and needing saving by her male counterpart. This places women within a secondary character position, as someone who must be dependent on others rather than have a main role within the game. My findings produced evidence that how women were previously represented within videogames as inadequate, and I began to consider the detrimental impact it would have had on women within the 1980s/90s who participated with these games, affecting how they felt of their position within society.
Once the 90’s arrived, Lara Croft in Tomb Raider (1996) [3] was developed by Core Design. Lara Croft is represented as a highly intelligent and athletic archaeologist who ventures into ancient tombs and hazardous ruins around the world. Her role is highly significant, as she is able to achieve her missions independently without assistance from any male characters. This began to oppose hegemonic and stereotypical views of females within video games and began to set a boundary within video gaming as it gave women a platform. Although Her character holds significance in association with women within video games as a female was openly the main character. Although, I still found huge problems beginning to occur when the game developers introduced Lara into the gaming world as she was heavily sexualized and objectified. The hourglass body the developers designed her with was unattainable, with exaggerated breasts and an extremely petite waist - it emits numerous negative messages to female players. These findings were significant within the topic as it gave us an overview of how we needed to look at the study, and it defined our approach. Looking at the timelines helped us define our approach which was to study the roles women played within these games, and how their bodies were designed within them to understand the level of sexualisation and objectification within these games. It also helped us grasp whether it was improvising, or whether it was in fact getting worse as time passed. We discovered that representation of women within video games is becoming more common as female characters were appearing within more video games. Unfortunately, we discovered that the way women are being represented is in fact not improving at all but deteriorating.
The Essay
Knowledge I gained from information taught within my modules helped me massively with the curation of my presentation. The main inspiration for my presentation was derived from looking into the history of technology and discovering that women were at the forefront of its development and success. Barbara Canright was the first female ‘human computer’, when she joined California’s Jet Propulsion Laboratory in 1939. Her job was to calculate anything from how many rockets were needed to make a plane airborne to what kind of rocket propellants were needed to propel a spacecraft. (B, Holland. 2018) I found this intriguing, as if women were behind the first ever computers and at the forefront of technology, why is it not reflected in its success? If you look at the five top corporations within technology which is Apple, Facebook (Meta), Google, Microsoft, and Amazon, all the people who are the face of those corporations were, and still are male. I think that this is a huge determining factor that assigns how women are represented within video games, especially if you now consider that these massive corporations all have involvement in the gaming industry now. For example, Microsoft has Xbox and Google has Stadia. With this in mind, I discovered that only “25 percent of employees at the five “Big Tech” companies (GAFAM) are female” (C, Hutto. 2020) which is a concerning statistic. The lack of women being employed by these tech companies is going to massively affect how female characters are represented to an adequate level within the media as a whole, and specifically in video games. This statistic of inequality within female employability within industry is a huge deciding factor of why misogyny, oversexualisation and objectification of females is highly prevalent within video gaming. It could be suggested that it is due to the ‘male gaze’ (L, Mulvey, 1999) which is why female characters are depicted the way they are within video games, while women are merely a form of visual pleasure for men to be entertained by. All women in the media are positioned to be sexual objects to be observed for gratification purposes by males. Game producers and developers enable this through the use of dress codes & camera angles, as well as female positions within the game’s narrative. For example, within my group's video game presentation I proposed many examples of how female characters within numerous video games I studied were unacceptable revealing clothes, such as Lara Croft in Tomb Raider (2008) and many female characters in Grand Theft Auto (2013) such as Michael’s daughter were not only dressed inappropriately but in secondary roles and represented as submissive and stupid. Carolyn Petit addressed the apparent misogyny of GTA 5 in her review of the game which she stated “GTA 5 has little room for women except to portray them as strippers, prostitutes, long-suffering wives, humourless girlfriends and goofy, new-age feminists we’re meant to laugh at.
When looking into women’s appearances within video games, I discovered that “most of the female characters within video games have hyper-real bodies and characters outfits are unfit for the game background and context” (Lui, A. 2019). It is massively important how women are represented within video games, as “video games train for a logical way of thinking, teach cooperation with other people - players, create and improve their imagination”.(Edery & Mollick 2009). Video games are a channel of communication and socializing between people. The application of this theory to our topic of representation raises the question of what detrimental impact is it having on women and girls who participate with these games? A study was carried out by Charles Taylor, (2014: 147) which focused on the impact video games would have on young women’s identities as they were developing from adolescence to adulthood. It was found that identity is partly shaped by recognition or its absence, often by the misrecognition of others, and so a person or group of people can suffer real damage, real distortion, if the people or society around them mirror back to them a confining or demeaning or contemptible picture of themselves. This reiterates the cruciality of true representation of the female gender, and how objectification can be incredibly harmful to female development.
For bibliography, see bottom of the page.
The Reflection
At the beginning of this module, I was utterly confused and completely overwhelmed with the concept of ‘The Internet’. It seems like such an ordinary platform we use every day without once questioning it, but in reality, when you begin to investigate it, I was presented with a vortex of information. I never even considered how the internet started, or how the internet is policed by huge corporations that have such a massive control over the human population. Once I found this information out, I began to thoroughly enjoy the media evolution module as it was something I’ve never been taught, or even taken into consideration before. I have found this module to be extremely knowledgeable and satisfactory with the information I have gained throughout this semester. Frequently, I have struggled with extra readings I have decided to carry out on my own accord due to the complex language within the literature and the writing styles of authors, but I understand that this is going to be an ongoing skill which I will gradually improve on. One topic which I found particularly interesting is internet censorship, particularly in relation to how it differs in individual countries. We were granted the opportunity to study Freedom House which is a company that “assesses the level of internet freedom in 70 countries around the world through its annual Freedom on the Net report” (FreedomHouse.org). They assess each individual country by assigning them a score that depends on the level of freedom in terms of internet access the country's residents possess. The organisation focuses on limits set by countries' governments, and their scores are based on how ‘free’ the internet is to a user residing in that country. For example, Westernised countries such as the United Kingdom and Canada achieve a higher score, in comparison to countries in the Middle East and Western Asia such as Iran which achieves one of the lowest scores. There is a lot of policing upon the internet and the media within Iran to align with their political and religious agendas, with online content being highly surveillance. Internet freedom is highly restricted in Iran. The government ordered localized internet shutdowns amid anti-government protests and continued to block access to independent news sites as well as several social media and communication platforms, which consequently led to bloggers, online journalists, activists, and citizens being arrested and prosecuted for content they posted online that did not align with the government’s political agendas. I think it is important that people are aware of this issue. Another great skill set I gained was learning how to create video presentations. I built my group's PowerPoint through an app called Canva which is a great utility as you can also record your presentations through the software, before I edited it in Adobe Premiere Pro into an mp4 format. I am now using both these applications to build a portfolio of digital content on my blog to support me in my future career prospects, and I am grateful for the opportunity that has been granted as the skills I have learnt would be highly valued by a potential employer.
Bibliography
Holland, B. (2018, August 22). Human Computers: The Women of NASA.
History.Com. https://www.history.com/news/human-computers-women-at-nasa
Hutto, C., & Castle, B. (2020, February 10). Women in Tech: What Women Need to Break Into the Industry & Advance. InHerSight.Com. https://www.inhersight.com/blog/working-women/women-in-technology
Liu, A. (2019). Gender Representation in Video Games. ProQuest Publishing.
Mulvey, L. (1989). Visual pleasure and narrative cinema. In Visual and other pleasures (pp. 14-26). Palgrave Macmillan, London. https://doi.org/10.4324/9780203143926-60
Reeves, B. (2015, November 3). Inside The Development Of Ms. Pac-Man. GameInformer. https://www.gameinformer.com/b/features/archive/2015/11/03/inside-the-development-of-ms-pac_2d00_man.aspx
Shaw, A. & C, Taylor (2014). Gaming at the edge: sexuality and gender at the margins of gamer culture . University of Minnesota Press.
Tappin, S. (2017, July 28). 30 years of Samus Aran: a feminist icon? Bbc.Co.Uk. https://www.bbc.co.uk/bbcthree/article/39a1b88f-79dc-4602-8207-f86918afd457
Tassi, P & Petit, C. (2013, September 26) On Gender and ‘GTA 5’. Forbes Magazine. https://www.forbes.com/sites/insertcoin/2013/09/26/on-gender-and-gta-5/?sh=3f3340728cf9
The Overview Of Internet Freedom In Iran. (n.d.). FreedomHouse.Org. https://freedomhouse.org/country/iran/freedom-net/2021
Webb, K. (2018, September 11). The new “Tomb Raider” game is out Tuesday — check out how far its star, Lara Croft, has come since her 1996 debut. Business Insider. https://www.businessinsider.com/lara-croft-tomb-raider-history-screenshots-2018-9?r=US&IR=T