Harassment and Tropes: Women in the World of Gaming
Mayeesa Mitchell
Photo: Mayeesa Mitchell Anita Sarkeesian speaking to HPU students, faculty and staff on April 3, 2014 |
Girls have been shut out of the
mystical world of video games since the invention of the earliest consoles, while boys used these games to explore new worlds behind closed doors marked
"No Girls Allowed."
As gaming has evolved into a
multi-million dollar industry, this sentiment remains. Video games are marketed
toward men, and many females are harassed for trying to enter the boys-only
club.
"Even though I was playing these games, I didn't
consider myself a gamer," Anita Sarkeesian told a large, attentive
audience at High Point University on Thursday.
Sarkeesian, a media critic and video blogger, sat behind a
large lectern in Francis Auditorium as some 100 HPU students, faculty and staff
listened to her present on the topic "Tropes V. Women in Video Games." This
presentation was one of the many events hosted by the Nido R. Qubein School of
Communication during the second annual Communication Week.
"As
female fans, we typically don't get to love our games unconditionally,"
Sarkeesian said . "We have a different relationship with the media because we
have to balance the 'Oh my gosh, that was so awesome but it also treated women
terribly.'"
Sarkeesian
went on to talk about her own experience of being ostracized from the gaming community
when she began a Kickstarter campaign in 2011 to fund "Tropes V. Women in Video
Games," a five-part video series that would explore the popular patterns of
women in video games.
The
attacks on her social media profiles, even her Kickstarter campaign, included racist
and sexists slurs, threats of murder and rape, links to porn sites and pornographic images with her head photoshopped on them.
"This online harassment is very common," she said, "to defend the
status quo of gaming as a male dominated space."
The
second phase of the harassment campaign included others impersonating
Sarkeesian; creating social media accounts as if they were her so that they
could post claims as if she had said them.
"As soon as [these claims] get
out into the world, I started to receive a new wave of harassment," Sarkeesian said.
Sarkeesian also elaborated on the tropes that she has uncover in the research for
her web series.
"A
trope is a recurring pattern or a recognizable attribute of the character or
story that quickly conveys information to the audience," Sarkeesian said.
"A very easy example is the woman in distress."
The topes
she covered during the presentation were the damsel in distress, women placed in
an area where they cannot save themselves, the Smurfette principle, the one
female amongst a group of men whose personality is to be the woman.
"The
trope that stood out to me was the casting of women of color as tribal," Amber
Williamson, an HPU senior who attended the event, said.
Other tropes
like women as reward and woman as fighting [sex] toys portray women as objects
of sex rather than characters with realistic body shapes and personalities.
"Sexist
stories is not the problem here," Sarkeesian said. "In these games,
sex is what defines these characters. Because these women are basically walking
sex, there's not room for authentic explorations of these characters."
Sarkeesian's research also led her to games such as "Portal", "Beyond
Good and Evil "and "Gone Home" that have good, realistic
portrayals of women.
All of
these games have interesting innovative game mechanics, they all have female protagonists
and I think they are really good case studies as games who are doing it right,"
Sarkeesian said.
Spencer
Pennington, a senior at N.C. State University, enjoyed the presentation.
"She
used very creative terms that caught your attention," he said. "Even
as a male, I feel that she presented her findings in a reasonable way."
The goal
of Sarkeesian's presentation was to encourage individuals to think critically
about the media and end the myth that gaming is a
boys-only club.
During
the short Q-and-A session following her presentation, Sarkeesian outlined what
she hopes to see from game designers in the future.
"The
games themselves need to be better and have more engagement," Sarkeesian
said."They need women who are the stars of their own games, characters who
are full human beings and games that tell authentic, genuine stories about
women."
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