Ed. note: This post is an author’s note to a series of poems we are posting that explore the intersection of gaming and female identity construction(s).
In today’s American society, immediate entertainment is becoming more prominent and a larger part of the average person’s life. In fact, one of the fastest-growing entertainment industries in the world is computer and video gaming. In 2001, this industry made over $6 billion in the US alone and continues growing year after year (ISDA). With this industry becoming so important, it is starting to become a more major article of discourse in academia, with one topic in particular: girls in the gaming industry. Surprisingly enough, I am one of these so-called “gamer girls” who enjoy playing video games just as much as the male populace. However, it is difficult to find equality within the virtual realm. Whether it be online or individually, whenever female gamers play video games, they are discriminated against. It is this constant struggle that I want to capture in my poetry: Narrative of the Gamer-Girl.
There are many reasons for this bigotry towards women in the gaming world, starting back even before video gaming. Decades ago, it was the social norm for men to go out into public leisure spaces, like pubs and bars, to play games like chess, cards, and dominos (Bryce & Rutter 8). It was not usually normal for women to be openly welcome into these places, as they were usually at home tending to their houses and children. This kind of culture was adopted in as arcades and, eventually, online gaming grew popular. Originally, there were few to no female characters at all in video games. Now, while the possibilities for choosing a female character in a video game have certainly increased, females are still highly underrepresented in digital games and tend to be more sexualized than male characters (Mitchell & Reid-Walsh 103). Because their original target-consumers are adolescent males, gaming corporations produce games that targeted that group’s interests. Therefore, the female characters in games are created with “revealing clothing [and] in poses conventionalized in “soft core” pornographic magazines such as Mazim and Playboy” (Soukoup 161). This kind of marketing is overtly aimed at adolescent, heterosexual males, and very efficiently alienates most women. One study even broke down exactly to what extent these characters are being sexualized, and how often. Beasley and Standley found that approximately 40% of female characters are shown with unrealistically sized breasts and nearly half of them were wearing halter tops, tank tops, or bathing suits (287). This amount of obscene over-sexualization makes it very difficult for girl-gamers to become an equal part of the video gaming community.
The other main issue is the roles that the female characters usually play in games. Usually, female characters do not have strong roles. Generally they are not the strong hero/heroine that saves the day. Instead, they are portrayed as “helpless [damsels] in distress awaiting rescue, or the ‘[prizes]’ for completing the game” (Bryce and Rutter 6). This is disheartening for girl gamers because we are not able to become as absorbed in gameplay as males are. We do not have the option to play a strong protagonist, but rather are portrayed as weak, ignorant, and helpless, and that is a very discouraging paradigm. This not only damages the gaming community’s opinions of us, but also makes it difficult to become accepted as a gamer, particularly as the gamer you want to be. Many gaming companies are trying to come out with games that “girls” would like: Barbie dress-up, caring for virtual babies or pets, and even play-house games. It is difficult, though for companies to make us feel more welcome in this masculine community, because it is difficult for them to discern what “real” gamer-girls want in a game, instead of the societal stereotype (Dickey 789). Do not misinterpret my opinion of these gaming companies; there are some girls who do like to play those “girly” games. However, some girl gamers, like myself, prefer to be able to play the ones that are more “masculine,” like shooters or war games. Most of my poetry is based off of this aspect of the oppression of girl gamers.
My first poem, “Think of Me,” addresses the stereotype of video gamers in general. The way the media portrays “geeks” usually is the same as how most of society sees us. Yes, we stay up all night long playing video games and sometimes pretend to be made-up characters, but not everybody is the suspendered and inhaler-dependent “nerd.” In fact, most people do not even consider the fact that many girls are also gamers. I like to think of myself as a very un-stereotypical kind of “geek.” First of all, I wear regular make-up and dress in dresses and like to keep up with the latest fashion trends. But I also like to sit around with an Xbox controller in my hand and play Halo into the wee hours of the morning! Society needs to rethink their stereotypes of gamers, especially to include other girls and “normal” people like me.
My second poem, “Yet Another Castle,” is a metaphor using one of the most popular video games throughout the years: Super Mario Brothers. In this poem, the hero character, Mario, is a metaphor for all of the girls in gaming society. We keep searching for equality by practicing until we are really good at a game, or by trying to act like the guy gamers to fit in. However, each time we think we have found equality, we are told “No, keep looking. Either accept your ‘role’ as a girl, or don’t tell us you’re a girl in the first place.” It is very tiresome, and no matter what we do, we will never fit in. At least, we will not until we “go back to start” and find a way to change the mindset of gaming companies and other male gamers. This is easily explained with the Spiral of Silence theory. This theory is very useful for explaining this phenomenon in gaming culture. It was originally proposed by Elisabeth Noelle-Neumann in 1993, and states:
It can be proven that even when people see plainly that something is wrong, they will keep quiet if public opinion (opinions and behavior that can be exhibited in public without fear of isolation) and, hence, the consensus as to what constitutes good taste and the morally correct opinion speaks against them. (Noelle-Neumann x)
Basically, what this means is that since females are not a majority of the video gaming population, they will not speak out against ridicule and sexualization, because if they do, they fear they will be ridiculed even more. Because they are not sharing their opinions, the dominant (or in this case masculine) opinion will grow stronger until the minority opinion is completely silent. The only way to break this endless spiral of silence is to restructure the majority opinion or, as I put in my poem, “go back to start again.”
“Konami Code” is structured in a slightly more playful way than my other poems. In video gaming culture, the Konami Code is a cheat code used in many video games since the 1980s. In order to use this code, the player presses these buttons in this order: up, up, down, down, left, right, left, right, B, A, start. It is used for many different purposes: extra lives, speed boosts, etc. (Cunningham 29). This poem uses this code to explain what the typical girl gamer goes through in her gaming experience. Instead of using the entire code as a tool to get bonuses, I decided to break it up into smaller segments and show how this code ‘unlocks’ a very negative experience for us females. It also reflects, in a way, how this society can be such a positive tool for men, whereas women are being suppressed because of it.
I have always been intrigued by the idea of Rapunzel trapped in her castle. Even as a young girl, her situation never made sense to me. Why didn’t she even try to escape? Doesn’t she get bored just sitting there all day? This poem has a more positive tone than my other poetry, and I chose to do that intentionally. I wanted to show that even though girl gamers are repressed and treated unfairly, we still do what we do simply because we love it. It is part of our personalities, not just something we want to do in our free time. We do not think like the princess trapped in her castle. We think like warriors. We do not sit and wait to be rescued; we want to do the rescuing, want to go on an adventure. This poem is meant to be empowering for other girls who may want to get involved in the gaming community, but are too intimidated by the masculinity-dominated culture. Even though it is tough, it is worth it to be more than just a pretty girl waiting for their knight in shining armor. We can be the pretty girls who get off our behinds and search for a life full of adventure and fun. Who knows? Maybe someday the odds will be in our favor and w will finally get to rescue Prince Charming for a change!
Works Cited
Beasley, Berrin, and Standley, Tracey C.. “Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games.” Mass Communication & Society. 5.3 (2002): 279-293. Web.
Bryce, J. O., and Rutter, Jason. “Gender dynamics and the social and spatial organization of computer gaming.” Leisure Studies 22.1 (2003): 1-15.
Cunningham, Thomas. “The Konami Code: An Experiment in Dialect Pedagogy.” (2011)
Dickey, Michele D. “Girl gamers: the controversy of girl games and the relevance of female‐oriented game design for instructional design.” British journal of educational technology 37.5 (2006): 785-793.
IDSA (2001) State of the industry report 2000–2001, Interactive Digital Software Association, Washington, DC.
Mitchell, Claudia, and Reid-Walsh, Jaqueline. “Girl Gamers.”Girl Culture. 1. Westport, Conneticut: 2007.
Noelle-Neumann, Elisabeth. The spiral of silence: Public opinion–Our social skin. University of Chicago Press, 1993.
Soukup, Charles. “Mastering the Game: Gender and the Entelechial Motivational System of Video Games.”Women’s Studies in Communication. 30.2 (2007): 157-178. Web.
Jessie Stephenson – Undergraduate – Communication Studies
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