(Grades 6 -12) Research Package - Saskatchewan Elocution and
Transcription
(Grades 6 -12) Research Package - Saskatchewan Elocution and
This House regrets the portrayal of females in video games. Saskatchewan Elocution and Debate Association 1860 Lorne Street, Regina, SK (306) 780-‐9243 info@saskdebate.com Facebook: Sask Debate www.saskdebate.com INTRODUCTION Before coming up with the arguments for your case, take the time to do a fair bit of research. Reading articles about the resolution will give you an idea about what kind of action to take. You may find that some things are already in place, while other ideas have no information on them because they are not popular topics for the media. It is important to focus on concepts that you can support with research. So above all, before you do anything, gain a good knowledge base. This resolution is a great one to start the debate season with: “This House regrets the portrayal of females in video games.” A resolution like this is open to a lot of different interpretations. Try looking at some of the big themes of the debate: How are women portrayed in video games? What makes a good representation – or a bad one? Do video game companies have a social responsibility to represent men and women equally in the industry? Are some characters regrettable, and others less so? Why do you think that women are portrayed this way? Do video games reflect existing societal biases, or create them? Or both? Look for the contradictions. These are just a few ideas to get you started. Try brainstorming more ideas with your partner and your club, then focus on what case you want to build – on both the affirmative and negative side. The key to running a good affirmative argument in this debate is to remain focused. The more focused you are on what you want your plan to achieve, the harder it is for the negative team to attack you. Your plan could be to argue that female video game characters represent a male media bias, or that the industry is failing female consumers. Additionally, you could highlight the benefits of other role models. All of these cases have good arguments behind them and good evidence to support them (but there may be other approaches that you should also explore – this is your chance to solve this problem!). It would be hard to argue all the possible points in the little time you have. When developing your plan, be prepared for possible negative attacks and then strengthen your case. Don’t leave yourself open to attack! It is beneficial to remember the same things as the negative team. You don’t know what the affirmative team will do, so you should do a lot of research and become very knowledgeable about this subject. That way, you will be ready to deal with anything the affirmative comes up with. It might help to write down many pieces of evidence on different cards, but only plan on using a few of them, depending on how the affirmative team defines the debate. Remember, preparation is just as important, if not more important, for the negative team as it is for the affirmative team. You must have prepared evidence too! Try summing up the main theme of your case in one clear statement – either for the affirmative or negative. Then, make sure you have 3 to 5 key points in your case that relate back to your theme or “caseline”. During the debate, make sure both your constructive arguments and your clash relate back to your caseline and attack the opposite team’s caseline. To win a debate, you must show the judges that you triumphed over your opponents on some key arguments and that you presented the stronger case. you have done a good job as the affirmative team mentioning evidence for every point you make, and the negative team has argued against you but has failed to support themselves with articles and statistics, then show the judges that you have a more concrete case. Mentioning your superior evidence should tip the balance of the debate in your favor if both teams have done a good job of clashing. In your final rebuttal speeches, in addition to your final clash and summary, refer back to the big theme of your case and how it was proven superior to your opposition’s development of their theme. -Adapted from an article written by Garrett Richards, Fall 2004 2 UNDERSTANDING DEFINITIONS When you get a resolution, you pick out two types of key words to understand: -Terms specific to the topic that everyone needs to agree on to debate, like ‘video games.’ You define this in the first affirmative speech. -Words that require a specific type of argument from debaters, like ‘portrayed.’ You define your stance on this using your caseline and arguments. Understanding the burdens: In a debate, ‘regrets’ means that there is a moral and practical reason to desire a change to the status quo. Affirmative: The side that agrees with the resolution must prove that female video game characters have not been effectively fulfilling their obligations to the video game audience and/or society. To meet your burden, prove: -There is a moral or practical reason for the actors to reject the existing portrayal of female characters OR -The portrayal of female characters in this way causes harm You also need to prove that: -This House has an obligation to demonstrate the benefits of an alternative portrayal Negative: The side that disagrees with the resolution must prove that the existing portrayals of female characters have succeeded in meeting their minimum requirements. Alternatively, the negative side must demonstrate that rejecting these characters would harm the actors. This can be done in one of several ways: -There are no equally effective alternatives, or better choices, for female characters OR -Prove the video game industry is fulfilling their requirements through existing portrayals OR -Prove the problems identified by the affirmative are caused by a lack of time, resources or the actions/inactions of an external party and that the characters need minor fixes and would then work well The Big Debate: Each debate topic has an underlying disagreement about what way society should do something. In this case, the argument is, is there an obligation to reject current portrayals of female characters? Position 1 –There is an established criteria for success, and an expectation of a goal, which the games. This lack causes harm. Position 2 – There is no obligation (or need) to present female characters in a different light, and existing characters are the best alternative. Any identified harms are minor compared to the potential benefits of existing characters’ inclusion. 3 Please note: For the purposes of creating a brief and manageable overview of the debate topic, and/or ensuring articles remain ageappropriate, enclosed articles have been edited down by SEDA’s Program Coordinator. If you wish to view the full articles, please follow the provided link at the top of the article. Thank you for your understanding. 4 AFFIRMATIVE VIDEO GAMES: DUDE, WHERE’S THE DIVERSITY? Dakshana Bascaramurty The Globe and Mail July 31, 2009 http://www.theglobeandmail.com/life/video-games-dude-wheres-the-diversity/article4213745/ Researchers at the University of Southern California looked at the top 150 games on the market in 2005 and 2006 and found that while gamers have a bounty of white, muscle-bound, gun-wielding men to choose from, women and ethnic minorities seem to be MIA. Eighty-five per cent of characters were male and 80 per cent were white, while women, blacks, Latinos and natives were portrayed as stereotypes or grossly under-represented. "When a group exists and is portrayed badly, we all recognize that as damaging. But possibly even worse is the invisibility of the group in the first place," said Dmitri Williams, the lead author of the study. He said the results were especially troubling because women account for 38 per cent of all gamers and there are more minority children playing video games in the United States than their white counterparts. While the number of black characters in games was in proportion to the U.S. population, Mr. Williams said game developers are behind the times and still haven't had a Cosby Show-style awakening to push them to create black characters beyond the athletes in Madden NFL football or gangstas in 50 Cent: Bulletproof. Toronto gamer Alice Stancu has been playing Super Smash Bros. Brawl on her Nintendo Wii all week, and instead of choosing to play a mustachioed plumber or a toadstool, she's been picking Princess Peach, a rare character who can actually go toe-to-toe with her male opponents. "[Women]are usually the romantic interest or the best friend. They're never a fighter or anything like that," she said. 5 WE NEED MORE WOMEN IN VIDEO GAMES A new study shows that females are missing from videogames, in which 85% of the characters are male Jacob Aron The Guardian July 31, 2009 http://www.theguardian.com/technology/gamesblog/2009/jul/31/videogames-gender-balance Videogame players may be more diverse than ever, but for game characters the digital realm is still very much a white man's world. A study published this week looking at gender, race and age has found that female and minority characters are severely under-represented. US researchers examined the top 150 games from March 2005 to February 2006, including titles such as Doom 3 and Grand Theft Auto: San Andreas. They discovered that 85% of characters are male, compared to just 49% of the US population. The figure rises to 90% for player-controlled characters. Black, Hispanic and Native American characters also fail to reflect their real-life counterparts, and mainly appear in sports games or titles that reinforce racial stereotypes, such as 50 Cent Bulletproof. Dmitri Williams led the research, published in the journal New Media & Society. He suggests that media underrepresentation can be an indicator of social inequality. "In television, it was always a landmark moment when some minority or disenfranchised group appeared on the screen for the first time," he said. "That kind of visibility is really the first step toward leading to public consciousness and equal treatment. These cultural markers matter." The disparity could be due to a lack of diversity in game developers. "Many have suggested that games function as crucial gatekeepers for interest in science, technology, engineering and math," said Williams. Without suitable characters to relate to, under-represented groups may be less likely to work in the games industry. Although female players represent 38% of all gamers, only around 11% of developers are women. Women in Games is an organisation intended to address the games industry's gender imbalance. Westecott, who sits on the group's steering committee, thinks that game publishers may be to be blame. "The tendency towards stereotypical action heroes displays a certain conservatism on the part of the publishers and their marketing departments," she said. Videogames no longer occupy a niche. They are now big business, enjoyed by people from all parts of society. Isn't it time the games reflect that? Do you think women and minorities are under-represented in games? 6 VANCOUVER VIDEO GAME JAM BREAKS GENDER STEREOTYPES: Game jam seeks to challenge male-centric views in video games July 13, 2013 CBC News http://www.cbc.ca/news/canada/british-columbia/vancouver-video-game-jam-breaks-genderstereotypes-1.1364491 A new group is seeking to challenge gender stereotypes in the gaming world, by bringing together developers, designers and artists to create a video game with a strong female protagonist. The group, i am a gamer, is hosting a 48-hour event at Vancouver's Centre for Digital Media where 150 developers have been tasked with creating a new video game. Satellite sites have also been created in San Francisco, Denver and Boston and gamers from around the world are participating remotely from as far away as the UK, Brazil, and Australia. The marathon "game jam" began Friday at 6 p.m. PT and concludes at 6 p.m. on Sunday. The goal, said organizer Kimberly Voll, is to send a message that male-centric views in the gaming industry have a negative impact not only on gamers but on society as a whole. Voll, who is a professor of software engineering and game design at the Centre for Digital Media, said popular video games often reinforce harmful stereotypes by portraying females as oversexualized, one-dimensional characters. She said this weekend's game jam aims to dispute the prevailing opinion that video games are for guys and that games with strong, female lead characters will not sell. "We should celebrate all great games, regardless of the gender of the lead character. But what we have right now is a great imbalance," Voll said. Voll said she was stunned when she read a recent article that quoted a creative director at a major gaming company that said games with strong female characters won't succeed. 7 TAKING ON GAMES THAT DEMEAN WOMEN By Jesse Singal June 22, 2013 The Boston Globe http://www.bostonglobe.com/arts/movies/2013/06/22/anita-sarkeesian-takes-video-game-tropes-that-demeanwomen-and-takes-heat-for/37Q3CmQqLZY9zUWUTbUSFJ/story.html It’s hard for me to imagine what it must be like to be a woman gamer. As a man, after all, my gender is overrepresented in the world of video games. Most game developers are men. On those rare occasions when games offer up compelling, nuanced characters, they’re almost always male. Plus, when I venture into the online gaming world, no one is going to [threaten me]. Unfortunately, the opposite is true for female gamers. In short, there’s a pretty stark divide between the experiences of male and female gamers, and that’s why I think Anita Sarkeesian is an important pundit at the moment. Sarkeesian runs a video blog called Feminist Frequency, and since 2011 she’s published a series of YouTube videos called “Tropes vs. Women.” In them, she examines pop-culture tropes that she sees as perpetuating stale or offensive ideas about women. In 2012, she launched a Kickstarter campaign to create a new series of videos, this time focusing on portrayals of women in video games, and asked backers for $6,000. This resulted in a campaign of brutal online harassment, including… an online game, since taken down, in which players could physically assault her. The silver lining was that the abuse brought the problem of misogyny in gaming some much-needed attention, and Sarkeesian’s Kickstarter campaign ended up raising almost $160,000. So far, she appears to have put the money to good use. The first two videos focus on the “Damsel in Distress” trope, a common one in gaming (she plans to release videos on 10 tropes in total). Damsels in distress are more objects than people, women “reduced to a state of victimhood” and little else, as she puts it in one of the videos. The classic example is the princess in “Super Mario Bros.,” but Sarkeesian cites dozens of recent games that display the full range of developers’ creativity when it comes to figuring out new ways to [hurt] women characters to provide male protagonists a reason to get up in the morning. She thinks the heat directed her way “goes back to gaming culture. There is a deep sense of entitlement coming out of a section of the male gaming community that feels entitled to their games, and they’re threatened by the mere idea of someone even talking critically about [games], especially a woman talking critically.” 8 Does she ever feel physically endangered? “That’s complicated,” she said. “Sometimes there are certain types of harassment that are very specific or that are immensely violent or threatening and are tied to concerns about location. Those are very worrying, for obvious reasons.” What makes Sarkeesian’s videos so strong is that, like any effective debater, she’s deft at anticipating rebuttals. In her videos, she explicitly denies the idea of a one-to-one causal link between what a gamer sees on-screen and how he or she acts in real life. At one point, she allows that “game creators aren’t necessarily all sitting around twirling their nefarious-looking mustaches while consciously trying to figure out how to best misrepresent women as part of some grand conspiracy. Most probably just haven’t given much thought to the underlying messages their games are sending.” “Cultural influence works in much more subtle and complicated ways,” she says later. But these games do, she argues, have a powerful ability to shape “cultural attitudes and opinions,” an argument she will likely continue to flesh out in future episodes. There simply aren’t enough women working at high levels in the gaming world for it to correct course on its own, so only external pressure can improve matters. “As critics and as fans and interested parties, we need to put pressure on the industry . . . [to say] ‘we expect more from you,’ ” she said. So what would improvement look like? To Sarkeesian, it’s not that complicated. Developers “need to make these amazing, awesome, AAA titles with a female protagonist,” said Sarkeesian. “An an actual well-rounded, awesome, complex and deep female character.” 9 TROPES VS. WOMEN IN VIDEO GAMES: WHY IT MATTERS Video games are more important than ever before, and so is cultural criticism of them By: Paul Deen May 31, 2013 Imagine Games Network (IGN) http://ca.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-matters Video games are more important than ever before. They’re travelling further, they’re making more money, they’re reaching more people and they’re telling us more stories. Their influence upon society is more significant than it has ever been and this is why one of the most important video game Kickstarters of last year wasn’t a video game itself, but something that set out to examine the medium, taking a close and critical look at the characters that games portray and the tales that they tell. Last summer, amid all its indie experiments and old-school revivals, the crowdfunding website played host to Tropes vs. Women in Video Games, which aimed to raise just $6,000 to fund a video series examining how games depict women. Its creator was the feminist and critic Anita Sarkeesian, and these videos would become the next season of Feminist Frequency, an ongoing web series that “explores representations of women in pop culture such as TV shows, movies, comic books and video games.” Over the next three years, Sarkeesian would look closely at depictions of women in a wide variety of media and highlight where they were represented unfairly, stereotypically or as inferior characters. Her aim wasn’t just to spotlight the sexism she found, but also to explain in clear and simple terms why and how it was wrong. “I focus specifically on deconstructing recurring patterns that tend to reinforce or amplify pre-existing regressive notions or attitudes about women and women’s roles,” says Sarkeesian, who hopes to swing things in the other direction. “The power of pop culture stories should not be underestimated and there is an enormous potential for inspirational stories that can have a positive, transformative effect on our lives.” It’s important to remember that Sarkeesian isn’t attacking gaming, only the disappointing stories it sometimes tells. [Sarkeesian’s first video is] alarming in its clarity. Sarkeesian finds so many examples of the same depiction of passive and often completely helpless female characters that they begin to blur together. For some gamers, her first analysis of sexism in games may be difficult to swallow, as might be the thought that there are more of these to follow. Most of us play to enjoy ourselves, to have fun and to unwind. We wouldn’t be comfortable with the idea that we might be engaging in a game that marginalises its female characters or portrays them in a poor light but, as Sarkeesian reminds us, we can enjoy the hobby but still criticise what it depicts. The stories that our games relate are being passed on to our next generation; they’re giving us (particularly our children) cues as to how we should behave and what our expectations are. The trope of the Damsel in Distress is not a healthy or pleasant thing to pass on because, as Sarkeesian says in the video, “It’s not just a synonym for ‘weak.’ Distilled down to its essence, the plot device works by trading the disempowerment of female characters for the empowerment of male characters.” It’s also important to remember that we challenge such representations and fix such problems by first identifying them. That’s step number one on the road to fairer representation in gaming and, let’s not forget, to better storytelling too. These stereotyped characters are both sexist and also boring, the result of lazy writing that doesn’t challenge how we think about ourselves, and gamers should never have to tolerate what is boring. 10 BODY IMAGE: THE FEMALE (AND MALE) IMAGE IN VIDEO GAMES Kristen Willfong March 29, 2011 Examiner http://www.examiner.com/article/body-image-the-female-and-male-image-video-games In video games today it’s not unusual to see a woman with a perfect hourglass figure and complexion, running around in skintight outfits attempting to save the day. Alongside this beautiful woman is an equally attractive man, wielding a powerful weapon and seemingly impervious to attacks. Together these two characters can overcome the game’s ultimate evil, usually without breaking a sweat and ruining their make-up. While it isn’t unusual to see an attractive, effeminate male character appear in a game, it is unheard of to find a masculine female character in a game, let alone one that would be viewed as attractive. [Additionally] it seems as if these games are under the belief that the less a woman wears the more protection they have. The men in these games are also shunted into a category of overly masculine, to the point where is seems ridiculous. In the recent releases of Street Fighter 4 and Tekken 6, both series introduced a new character that broke the usual male fighter mold by making them obese. While they are good fighters, these characters come off more as comic relief while you watch them flip through the air and perform high kicks that would normally be impossible for a person of that body type. The male characters are just as objectified as the female characters but the masses don’t seems to take notice. Besides, who would want to have a ‘regular Joe’ as the main character of a video game? In the game Army of Two there is a female character by the name of Alice Murray. While she doesn’t go out into the field to do her own fighting, she still plays an intricate part in the game as mission coordinator and gathering intelligence on the targets of said mission. Unlike many of her female companions Alice appears in casual clothes consisting of jeans and a tank top, has a pixie style haircut, and a tattoo. While there are fans who find Alice attractive, she is considered abnormal in the industry for not being particularly busty and remaining fully clothed. With the graphic capabilities of today’s games and the boundaries that are being pushed, the plastic women and men in these games are starting to fall to the wayside as more and more people question them. Rather than lose those people, tweaking the images of characters to come and making them more realistic will not only decrease the warped views of women and men, but it could potentially bring in buyers that would normally stray away from the unrealistic characters. The Tomb Raider series had their star, Lara Croft, redrawn and with her sudden realistic measurements came a new group of fans. In the end, rather than continue the cycle of scantily clad women and their Herculean male counterparts in games, it may be wise to release games with realistic characters. These new characters would bring in fresh fans, driving the gaming industry forward to new venues as well as silence those people who claim that games are continuously putting their female characters in positions of objectification and letting men know that they don't have to be a bodybuilder to get the girl. 11 THE NEGATIVE PORTRAYAL OF WOMEN IN VIDEO GAMES December 14, 2012 http://sophiabickley.wordpress.com/page/2/ ***Please note: Appropriate for High School audience only*** The video gaming industry is one that has always been dominated by a mostly male audience. Just like any industry, the video gaming industry caters to the desires of their most faithful and promising consumers, men. Unfortunately, a large part of catering to the desires of men when it comes to video games, means creating women characters that are sexually objectified and designed to fulfill the fantasies of men. These characters have unnatural bodies and are often treated in sexist ways. Beasley and Standley point out that the strong sexual messages that female characters in video games send to their players can have a serious affect on the actual attitudes about women that those players hold. As mentioned before, it is clear to see that these female characters have been designed and even dressed to fit the liking of male audiences. One of the prime examples of a female video game character that is dressed in skimpy and overly sexualized clothing is Lara Croft from the game Tombraider. With the opportunity to interact with the avatar of Lara Croft in a virtual world at any time, men are able to not only gazing at her, but they are able to actually interact with her in a virtual world.. She is the ideal woman, fantasized in the eyes of men. “Intelligent, resourceful, and brave, Lara is despised for her figure by many and loved in spite of it by others.” (Arol) The hypersexualization of Lara Croft as a character within video games contributes to the negative portrayal of women within video games as a whole. Lara Croft is one of the most iconic female characters in the history of video games. Therefore, the portrayal of her character within video games will have a great effect on the portrayal of female characters in other video games. Lara Croft is not the only example of a female character whose attire and appearance reinforces negative stereotypes about women. Female characters within Grand Theft Auto are always portrayed in negative ways that reflect poorly on women and reinforce the stereotypes that exist about women in our society. Female characters in the game are not only dressed in revealing clothing, but they also behave in ways that portray women in a very negative and degrading light; they are prostitutes. In this game, it is not enough for female characters to appear in a sexually objectifying way, they also have to behave in a sexually objectifying way. The negative portrayal of women in this game allows for men to live out any evil fantasies that they have about women, that they would not be able to live out in real life because doing so would not be socially acceptable. While the negative portrayal of women in these games reinforces negative stereotypes about women and gender roles, it also creates new attitudes about women and about what is considered to be acceptable behavior towards women. It is important to acknowledge that by giving players the ability to engage in virtual violence, video games are opening many potentially dangerous doors for those players who mistake the virtual for reality and therefore, carry their violent virtual behavior over into their real life actions. Many studies have proven that there is, in fact, a great chance that the gender roles and portrayals that we see in video games, has an impact on what we will later consider to be appropriate attitudes and behaviors. Gender roles are an important part of our lives and society. We look to these roles for cues on how to behave and form attitudes about others around us. “Thus, the roles internalized by the child, including gender, become for the child, and later for the adult, a basis for other roles and for action..” (Dietz, 42) “These messages could be particularly influential for children who are currently developing their attitudes and expectations.” (Miller and Summers, 734 ). 12 NEGATIVE FEMALE FANS LOVE NEW GRAND THEFT AUTO DESPITE DEMEANING CONTENT Laura Sydell September 20, 2013 NPR http://www.npr.org/blogs/alltechconsidered/2013/09/20/224300193/female-fans-love-grand-theft-auto-v-hateit-demeans-women Grand Theft Auto made video game history this week: The latest version of the game had a record $800 million in sales on its first day. As with past versions, the game is generating controversy over its glorification of violence and drugs and its demeaning portrayal of women. But around 15 percent of its fans are women, who find much to like about the game, even if they do have some ambivalence about it. Game developer Whitney Hills, 28, says initially she was nervous about even trying it. "Most of the press surrounding it was — Oh, it's a prostitute-killing game, you know," she says, "like this entire game is about murdering people and the worst things humanity can possibly do." But, a few years back, with a bit of trepidation, Hills tried Version 4. To her surprise, she says she found the writing to be "incredibly sly, intelligent and subversive." "You can just cruise around in your car or any number of cars and sort of just experience the open world and listen to the radio, which always has great music on it," she says. And the commercials crack her up. Chelsea Stark, a gamer and critic for the website Mashable, says it's just as fun. "Everything is clearly this satirical image of Los Angeles and Southern California. And it's almost like appreciating something like South Park, where you're like, this is just satire of what criminals are," she says. Stark says one of the big draws of Grand Theft Auto is that it is a really full and complicated world and between heists you can explore it. Among the game's details are sendups of social media; there's a fake Facebook called LifeInvader and a fake Twitter called Bleeter. As in previous versions of Grand Theft Auto, there's a strip club; you get points for groping the women while avoiding the bouncer's attention. Stark admits she is ambivalent about those parts of the game. "It's hard for even me to reconcile. I'm like, I still like this game a lot, I get why it's problematic because I'm a critic. But I also appreciate it for being fun." One of the most innovative features of Grand Theft Auto V is that you can switch perspectives from Michael, the suburban bank robber, to Trevor, a meth dealer and gunrunner, or to Franklin, an aspiring crook. That's where Stark starts to feel frustration. "For the first time you can play three different characters, and yet it's like, couldn't one of them have been a female?" The creators of Grand Theft Auto turned down a request to talk to NPR, but in other interviews game developer Sam Houser suggested that women didn't fit into the hypermasculine narrative. Gamer Karen Price, 43, says she understands some of the ambivalence about the game, but she thinks most grown-ups are smart enough to get that it's satire. 13 [NINE] FEMALE GAME CHARACTERS I’M NOT ASHAMED TO SHOW MY DAUGHTER By Chad Sapieha November 11, 2012 Financial Post http://business.financialpost.com/2012/10/11/ten-female-game-characters-im-not-ashamed-to-show-mydaughter/?_lsa=3515-757c The Dead or Alives of the world are still going strong, but each passing year brings more female game characters who aren’t defined by their [looks]. We’re seeing more smart, capable women who can take care of themselves – and maybe even save the world while they’re at it. Here are 10 of them. FemShep (Mass Effect) ‘FemShep’ is what folks have taken to calling the female alternative to the male version of protagonist Commander Shepard in the Mass Effect games. Strong-willed and authoritative, she commands respect in those around her. But she’s also believably sensitive and caring in the right circumstances. She’s a delightfully well-rounded virtual woman. Chell (Portal) This prisoner of labyrinthine science labs may not talk much, but she makes up for her silence with an indomitable spirit that manifests itself in her refusal to give up. Faith Connors (Mirror’s Edge) Cynical and rebellious for all the right reasons, Faith makes her living as a courier on the streets of a corrupt and repressive city. She gets by on her wits and considerable parkour skills while wearing the most sensible footwear you’re ever likely to see a woman wear in a game. Carla Valenti (Indigo Prophecy) She’s a detective with an enviable work ethic and a knack for finding connections that others would miss. She may be a bit too obsessive to serve as a role model, but that makes her no less compelling or admirable. & Evil Jade (Beyond Good & Evil) She takes care of orphaned kids, has a job as a photojournalist, and moonlights as a world-saving revolutionary in her spare time, all while dressed for comfort. Would that more action/adventure game heroines had her charming, non-nonsense attitude and self-assured spunk. Kate Walker (Syberia) A career-driven lawyer with an open mind, she proves herself a confident and wily conversationalist and an adept solver of tricky puzzles. (2013). Lara Croft (Tomb Raider) Recent incarnations portray her with realistic body proportions and a fleshed out character. Next March’s Tomb Raider reboot/origin story looks like it will portray her as a smart, adventurous, and determined young woman proficient in getting herself out of tight spots. Claire Redfield (Resident Evil) Capcom can’t seem to keep from dressing most of Resident Evil’s female cast members in revealing clothing (some of Jill Valentine’s outfits clearly aren’t standard police issue), but there’s no denying Claire Redfield is a capable and respectable crusader against bio-organic terrorism. Calm in battle and quick to rescue those in need, she even saves her male counterparts once in a while.in Samus Aran (Metroid) Good for Nintendo for making the intergalactic bounty hunting star of one of its earlier game series a woman, and double the kudos for having never sexualized her. In most games we rarely see more of Samus than her eyes through a helmet visor as we watch her skillfully eliminate aggressive space pirates and alien jellyfish. 2 14 STUDY: VIOLENT VIDEO GAMES DO NOT CAUSE REAL VIOLENCE May 23, 2013 Robby Soave The Daily Caller http://dailycaller.com/2013/05/23/study-violent-video-games-do-not-cause-real-violence/ Consumption of violent video games, movies and television programs is not a significant contributing factor to actual violence, a new study found. Instead genetic predisposition and upbringing largely determine a person’s propensity for violence, wrote the study’s authors. The study, published last Friday, was conducted by Christopher Ferguson of the University of Texas A&M, James Ivory of Virginia Polytechnic University and Kevin Beaver of Florida State University. The researchers used data from the National Longitudinal Study of Adolescent Health, and measured whether a variety of factors — including exposure to violent media, upbringing, and genetics — correlated with criminal behavior. “A history of teen delinquency, lower intelligence, and a history of school problems all predicted adult criminality,” wrote the study’s authors. “Media use was not associated with either increased or decreased risk of adult criminality.” In the wake of mass shootings such as the one at Sandy Hook Elementary in Newtown, Conn., some pundits have blamed violent video games and TV for inspiring the perpetrators to commit violence. But the research suggests that legislators and pundits who decry violent media are whipping up a moral panic over something that doesn’t inspire real violence, wrote Ferguson. “Politicians can look like they are ‘doing something’ or (as the NRA and their political allies did) try to distract the public from issues like gun control using a moral panic over media,” wrote Ferguson in an email to The Daily Caller News Foundation, noting that the National Rifle Association also blamed mass shootings on violent media. Identifying violent media as the “bad guy” in crime stories may also be easier for people than examining the complicated intersection of nature-nurture factors that produce violence, he wrote. “It’s nonsense, but more comforting than to acknowledge that some of these events we really just can’t do much about,” Ferguson added. 15 ARE SUPERHEROS AND VIDEO GAMES AFFECTING BOYS’ BODY IMAGE? By Naomi Perks ParentsCanada June 17, 2013 http://www.parentscanada.com/family-life/are-superheroes-and-video-games-affecting-boys-body-image Turns out Barbie isn’t the only doll with unnatural dimensions. Did you know that if G.I. Joe were real, his biceps would be 27 inches, a size that is apparently impossible to achieve naturally? Not to mention a washboard stomach that would make even Ryan Gosling envious. I remain disheartened by the ubiquity of über male bodies in toys for boys. G.I. Joe, Batman, Superman, Power Rangers and even Rescue Heroes are created with dysmorphic body types. At a recent preschooler Halloween party, I noted not one girl was wearing pink, and only one was dressed as a “princess” sporting the traditional blue Cinderella dress. For the boys, however, superhero was the dominating theme. Towel capes and T-shirts emblazoned with “S” would not suffice. Instead, their costumes were replete with fake six-pack abs, biceps and pecs. Would we let our daughters strut around with fake bums and breasts? Of course not! So I ask you, why is it OK for our boys to strut around in fake muscles? Much has been written and said about the unhealthy way that girls internalize unrealistic body images, but neither are boys immune to the images they see and the body types they normalize. A 2008 McCreary Centre Society study found that only 19 percent of boys in Grades 7 to 12 reported being satisfied with their body image, while 31 percent of healthy weight boys were trying to gain weight. These figures suggest that boys want to look like the images they see in their toys and on TV. According to Paul Gallant, an eating disorders researcher in Vancouver, factors contributing to boys with eating disorders include “pressures to fit in at school and an unhappiness with their own bodies” when compared with friends who had the “perfect body.” Sound familiar? You may be asking yourself, is it really that bad if my son wants to exercise and be healthy? No, but the problem arises when unattainable images, low self-esteem and body dissatisfaction combine to develop into something bigger. It’s when boys start to feel as though they are not good just as they are, or when, as Dr. Takashi Hirata, a primary care physician in the U.S., writes, “when the focus is on conforming to an ideal – not about having a healthy body.” 16 THE BODY IMAGE REVOLUTION – ROSIE MOLINARY Sandy Ross Body Bliss Central http://bodyblisscentral.com/rosie-molinary/ Anyone who’s interested in body image issues knows that there’s a big hairy finger waving in disapproval in the direction of the media. The disapproval hinges around the digitally-perfected, relentless, fantasy depiction of women’s bodies and its impact on negative body image. Rosie Molinary, a recent guest on The Body Image Revolution, suggests it’s time to stop blaming the media, and instead change ourselves to improve our body image. “The media is not innocent, but we are complicit,” says Rosie. When we see something that is offensive, we must give feedback in the form of complaints and even cancelling subscriptions, and letting them know why we have cancelled those subscriptions. Otherwise they will keep doing what’s working and have no incentive to change. Financial feedback works, in other words. But that is only part of the solution, because we believe we can’t be happy unless we’re perfectly beautiful. As Rosie says – it’s not your nose (or any other specific body part) that’s making you unhappy! “We can’t be happy until we’re internally happy,” she says. And when that happens, we can take on the work that we’re meant to be doing – and we can begin that process by giving ourselves permission to plug into our passions, and let go of obsessing about our body image. We also talked about how everyone feels like “The Other” at some time in their life, how women of different races have different community expectations of what a “perfect” woman of that race looks like, great tips for building support around yourself while you change your language and appreciation of your body and improving your body image, how to deal with your family and friends who want to express their “concern” about your size and shape, how important it is to prepare comebacks for body snarks and how to do that, how we can learn what we need to heal by noticing how we judge others – and much more! 17 HOW TO FIGHT SEXISM IN GAMING? GET MEN TO PLAY FEMALE CHARACTERS Amanda Hess June 13, 2013 Slate Magazine http://www.slate.com/blogs/xx_factor/2013/06/13/women_in_gaming_women_make_up_half_of_all_gamers_ but_video_game_characters.html Even Chris Kirk, in his piece for Slate criticizing the rank sexism that still dominates the gaming industry, recycles the idea that gamers are "almost entirely men" and that they'll stay that way as long as video-game developers keep churning out games targeted at them. In fact, women do actually play video games—almost as frequently as men do. The Entertainment Software Association released a report this week showing that 45 percent of gamers are female, and 46 percent of the most frequent game purchasers are female. So why doesn’t the industry develop more games that acknowledge their perspective? Sarkeesian’s critics say that it’s because women just won’t buy them. The reality is that men won't. As one male gamer told Sarkeesian: “[F]emale protagonists aren't as interesting as males in the gaming world. Get used to it!” The problem is not that women don’t play games. They do. The problem isn’t just that women are vastly underrepresented as developers of games, though they are. The problem is that women are buying and playing games despite the fact that the products often don’t view them as equal protagonists. As Alyssa Rosenberg notes at Think Progress, “Being underserved by media doesn’t mean that people stop consuming it.” The statistics proffered by the Entertainment Software Association help swat down the misconception that women are not gamers, but they also help justify the products already on the market. I'm not suggesting that women stop buying games with male protagonists. A change in the gender representation in gaming will require a significant shift in the consumption habits of male gamers, not female ones. We know that women will buy games featuring male characters, but we don’t know if the 55 percent of male gamers will consistently shell out for games featuring female protagonists. (Though judging by the outrage that ensues whenever Sarkeesian registers a gender imbalance, some of the industry’s most devoted customers do not seem amenable to this idea.) As it stands, if you want to make a game that both men and women will buy, you make a game that features men. I’d like to see an industry survey that registers gamers’ attitudes toward the gender of the characters they’d be willing to play. Then we’d see where the gender imbalance of the gaming world really stands. 18 GRAND THEFT AUTO: ONE OF BRITAIN’S GREATEST EXPORTS Dave Lee BBC News September 17, 2013 http://www.bbc.co.uk/news/technology-24066068 As the latest installment of the super-violent series hits the shelves around the world, many are taking a step back and assessing the cultural impact of a title that has changed not only the games industry, but perhaps even the entertainment business as a whole. "The cultural impact and artistic quality of the game also demonstrates just how far video games have come," remarks Richard Wilson, head of games industry trade body Tiga, "[It] clearly shows they are now on a par with film, television and animation, and deserve to be treated as such." Development on GTA, which was originally called Race 'n' Chase, began in 1995. It reached the shops in 1997, but not without controversy. "Here was a game where you could be the bad guy," recalls David Kushner, author of Jacked: The Outlaw Story of Grand Theft Auto. Before they made GTA, it was DMA's Lemmings that had been taking the gaming world by storm. "There were drugs, prostitutes, random violence. While those are the sorts of things we've seen for some time in other forms of media, books, films and so on, this was a problem for a lot of people, because they felt that children had to be protected from this content." For an industry that was used to games being mostly for kids and ‘nerdy’ adults, this was a massive awakening - and the backlash was immediate. "People felt concerned that the player, just by playing this game, was somehow perpetrating the violence and actually being criminal," Mr Kushner remembers, "When in fact, what they were doing was twiddling their thumbs and moving pixels around a screen." There were calls to ban the game in several countries around the world. In some cases, they were successful, such as in Brazil. The ban was later lifted. But had the game simply been about violence, it would not have stood the test of time, argues Brian Baglow, a writer on the first title in the series. "The games sector had always been very good at blowing stuff up - creating more realistic bullet holes - but they had no real cultural relevance. "It's not necessarily up to us to shout from the rooftops about how clever we are, how progressive we are or how sophisticated we are. It's our place to make stuff that's as good as it can be." [With] every new game, it appears, in some markets at least, that the outrage is diminishing - both within those working in the media and others in political circles. Mr Kushner says this may be put down to one simple thing: gamers have grown up. "I think the gamers are now in power. People in their 40s-50s - they don't feel threatened by games anymore.” 19 THE LAST OF US DEVELOPER REFUSED TO DOWNPLAY FEMALE LEAD ON THE BOX Paul Tassi December 12, 2012 Forbes http://www.forbes.com/sites/insertcoin/2012/12/12/the-last-of-us-developer-refused-to-downplay-female-leadon-the-box/ The other day I wrote a piece about Bioshock Infinite lead Ken Levine’s very frank assessment of what sells video games from an “off the shelf” perspective. The controversy was that despite a wondrous floating city and a host of colorful characters, the decision was made to make the Infinite cover simply a grizzled man holding a shotgun. The idea was to appeal to a broader demographic of “frat guys” who like typical military-style shooters. True fans would know what Bioshock Infinite was either way, so why not try and ramp up the mass appeal? Well, today we have something of a counter point to that coming out of Naughty Dog. Creative Director Neil Druckmann spoke to VG247 about his decision to showcase the game’s female lead, Ellie, front and center on the box art. He could have moved her into the back and given Mr. Grizzled Male the center spot, but Druckmann is fighting back on the notion that a female lead can’t sell games off the shelf. “I believe there’s a misconception that if you put a girl or a woman on the cover, the game will sell less. I know I’ve been in discussions where we’ve been asked to push Ellie to the back and everyone at Naughty Dog just flat-out refused.” He goes on to talk about how his characters were influenced by the recent discussions about females in video games. Or rather, how they weren’t influenced: “I tried not to be mindful of too many outside influences, which is things like the industry, and how women are portrayed. I believe that should not affect a person’s writing. It’s about trying to find core truths in your story, and then letting that be the driving force.” I’m not sure where I land on this whole box art debate. I support Ken Levine’s right to try and appeal to the traditional shooter market by sacrificing originality on the cover, but I’m also fully on board with The Last of Us showcasing their female lead as well. If she’s a hugely important character, why not feature her? I think there’s perhaps too much weight put on box art in general in this day and age. Yes, there is an uninformed “casual” gaming public out there, but it’s a lot of guesswork as to which box art actually attracts which audience. Is the appeal to frat bros enough to offset the possible loss of women? Does either group truly care about box art that much? I’d have to see some hard data before a definite conclusion can be reached on this issue, as right now it seems to be more about PR and starting or avoiding controversy than anything else. 20