Documente Academic
Documente Profesional
Documente Cultură
LaChaun Freeland
May 9, 2017
Video games, a pastime that didn’t reach mainstream popularity until the late 1970s
and early 80s, has become a mainstream form of entertainment over the past few decades.
The popular hobby has evolved from arcade-style gaming to gaming in the comfort of one’s
home, or anywhere they can access a Wi-Fi connection. The graphics have upgraded, the
platforms have changed, but the one thing that remains the same is the lack of equality within
the video game genre. Video genre has made a history of catering to the male population,
which was understandable because, for a while, video games were believed to have been a
Things have since changed, with female gamers making up more than half of the
gaming community (Shaw). Despite this rise in female gamers, there is still a considerable
amount of gender stereotyping and sexism found within the genre of video games. The
stereotyping and sexism usually goes unnoticed thanks to good stories and enjoyment, but if
a gamer were to look past the catchy music, intriguing cutscenes and fun, and take a look into
video games using a feminist lens, then they would have no problem discovering the issues
The video game genre fails to cater to both the female community and its battle
against sexism, by using one of its most famous video game tropes, the damsel in distress.
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Mario Brothers provides as an example. As one of the most popular gaming franchises, this
game has set up the format for several games that followed it. Mario Brothers franchise is full
of archetypes that do not conform to a feminist ideal of thinking. The archetype of the hero,
Mario, can best be described as: “the ego consciousness which leads one forward and takes
risks.” (Sherman) There is nothing wrong with this archetype, as every story needs a hero, but
in comparison to Princess Peach, Mario defines a masculine stereotype. Princess Peach is the
main goal, first kidnapped by the game’s villain, because of his overwhelming obsession with
or affection for her. The game starts the princess off as an object for taking and not as a
person. The villain of the game takes her as his possession, not as a person and it is the player’s
main objective to help Mario acquire her from the tower she is now locked in.
Princess Peach has been credited as one of the most popular damsels in distress
throughout video game history (Sherman). In the video game, the princess puts up no real
fight to keep herself from being kidnapped. In the scenes leading up to her kidnapping,
Princess Peach can be seen standing there looking helpless as the villain scoops her up and
carries her from her castle. There is no reluctance and no struggle, she just allows herself to
be taken. If you take the game at face value, you’ll conclude that the princess had to be taken
to further the game. Looking at the game using a feminist lens, one could understand that the
princess exudes an overwhelming amount of weakness, and implies that women as a whole
Since the initial creation of Mario Brothers, a multitude of other games and one could
argue that things have changed and that women are portrayed differently in video games.
One argument is that some women within video games are the heroes of their games now,
an example being the Tomb Raider series. This is true and at first glance making a female
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character the hero of a video game may seem like progress, it exposes other sexist notions
within the genre. While there are people in the gaming community that can respect and
possibly even love the idea of a gun-toting female badass that is resourceful and capable of
taking care of herself, if using a feminist lens to analyse Tomb Raider, critics can determine all
The main character of the Tomb Raider series, Laura Croft, is an overly sexualized
character. The purpose of this point is not to shame the character or state that women should
not have a sexuality, it is to point out the impracticality and hyper-reality of the characters
sexualisation. Laura Croft, since her conception has become an object of male pleasure. With
an exceedingly unrealistic sized bust, which barely fit within a t-shirt, became known almost
primarily for that and not the game itself. To prove this, if you were to search the word Laura
Croft, the words hot or sexy, are sure to follow in Google’s auto-complete option. This proves
that Laura Croft, the heroine of the Tomb Raider series, has fallen is recognized not for her
skills as an explorer or her adventures, but because she is considered pleasing to the eye.
Aside from her top half, Laura is supposed to be a gun-toting explorer whose outfit
does not reflect that in the slightest. She is seen wearing a tank top, which can be
understandable in desert climates, but her shorts are impractical for any exploration. Laura’s
signature booty shorts contribute to her over sexualisation as a woman, because they are
meant to be sexy or at least cute. Alluding to the fact that style is more important than
practicality for women. If Laura Croft were a man, creators would never think to have her so
exposed. Had she been a male explorer, she would have been wearing long pants and a
properly fitted shirt, similar to Nathan Drake in the Uncharted series. If men can be seen
wearing practical clothing in their games and creators do not have to resort to the over-
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sexualisation of male bodies to create intrigued, why is it necessary for them to objectify
women. The very idea of picturing a male character in barely there shorts and a tight t-shirt
Poor outfit choice is not only found in the Tomb Raider series, it is actually a trend in
most video games. Women characters, even warriors wear revealing clothing. An example of
this could be the Guild Wars series, in which women warriors are seen wearing crop tops and
thongs, with very little material covering intimate areas. While this may be visually pleasing
for people who enjoy admiring the female form, why is that the primary objective? Especially
when men characters within the game have an excess of clothing, more suitable to be
considered armour. It raises the question: if men are wearing acceptable armour that covers
vital parts of the body, why aren’t the women? Why are the women, who are supposed to be
fighters, hunters or anything else within the range, reduced to becoming eye candy? It is
because, “woman is so thoroughly conceived within the sexual logic that strong female
characters must also be beautiful that her strength can easier be overshadowed by the
Women dressing sexily is not the only point of sexualisation of a female within the
video game genre. The body of Laura Croft is not just an isolated incident within video games.
Often characters within these games have a tiny waist, taut abs, and large breast or hips.
While there are people with bodies like that, it is not the standard. The lack of representation
within these games gives a twisted image of what women should and will look like. By creating
this visual in video games, and making it a standard across the genre, it creates this image of
what women should look like. Looking at feminist lenses, this is detrimental to the growth
and development of people that play these games. Which can be proven, by looking at a New
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York study, that tested the change and effects that digital media had on the children that
The overt sexual nature of the clothing in video games is often praised as the culture
helping women take back sexuality. It is also arguable that the women are empowering for
owning their sexuality. This is false, as these characters are not owning anything. These
characters have not expressed any need to own sexuality. These characters are created for
the sole purpose of being sexy. The women in these games are not seen as capable women
who can fend for themselves but instead seen as objects that offer no more than seduction.
For example, in the Halo series, there is an artificial intelligence named Cortana, who is naked.
In an interview, the game’s franchise director Frank O’Connor was asked about Cortana’s
So one of the reasons she [chooses to appear without clothes] is to attract and
demand attention. And she does it to put people off so that they're on their guard
when talking to her and she has the upper hand in those conversations. It's kind of
almost like the opposite of that nightmare you have where you go to school in the
nude. You're terrified and embarrassed and she's kind of projecting that back out to
The male artificial intelligence are not seen as nude when they interact with other characters,
so why is Cortana? Why is it that the female character in the game must rely on her body and
her sexuality in order to have the upper hand in an intelligent conversation, while the male
characters can simply interact? This is something that is so normalised within video game
women within games, video games have a habit of lacking in diversity. The lack of diversity
centres around the body types women are given. Several games within the genre seem to
follow the same body design for women. In video games, women are seen with slender waists
with protruding breast and hips. Are there women with plus-sized frames found in video
games? Yes, but this is an inclusion that is rarely found. Women with slender body types have
become the popular or ideal frame for women in games. This is because video games have
“One [body type] designed to be sexually appealing to the presumed straight male player.”
(Sarkeesian).
Video game creators developing a standard of beauty for women distinguishes itself
as anti-feminist because this hasn’t been done for men. Looking at video games such as
Mortal Combat, there is a clear variety of male body types. There are male characters that
follow the slender, athletic frame, characters that have significant muscle mass and even a
sumo style character. Meanwhile, all of the women fighters in the game have the same body
type. All of the women are slender, with larger hips or breast. “It’s as if male characters are
free to embody whatever physique best communicates their personality or abilities, but when
it comes to the designs of female characters, that kind of imagination and creativity often
doesn’t seem to exist.” (Sarkeesian). This leads to the assumption that women characters do
not need to be as diverse as the women in the world, as long as they fit a male’s desirability.
The sexualisation of a woman and these “attractive” body types, often lead to a bigger
issue within video games. This issue is one of the women being nothing more than background
victimhood is exploited as a way to infuse edgy, gritty or racy flavouring into game
Women in video games and their sexualisation have a tendency to be used as sexual
playthings or even victims of brutal violence, sometimes to further a plot but often as
background objects. This can be seen by taking a look at the Hitman series. In just the
advertising, Hitman manages to fetishize violence towards women by, posing assassinated
females in lingerie. Captioned for these advertisements included phrasing like “Beautifully
Executed” in order to appeal to viewers. This marketing technique is best explained as:
This Drop Dead Gorgeous trope, as it’s called, is commonly used in other forms of mass
bodies and the fact that it is often sexualized. The idea being that a dead woman is
still inherently beautiful, even if her body has been maimed, her life stolen from her,
These techniques are anti-feminist because they aren’t used in advertisements featuring
men. Looking again at the Hitman series, all the ads featuring men feature their dead bodies
The video game genre manages to perpetuate several gender stereotypes in addition
to its sexist ideals. This can be seen by looking at series such as The Witcher. The Witcher
follows an alchemist who fights the supernatural in order to keep towns and the world safe.
While there is nothing wrong with that plot, there is a lot wrong with the characters and their
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development throughout the game. In the game, the main character Gerald is cold,
emotionless and stern. The only emotions that Gerald shows are anger, and emotion that
While there is nothing wrong with having these character traits, the problem comes
from a point in the game where someone asks him why he is the way he is, and he states that
“I can't cry. I’m not a woman, so I don't know how…” This one line changes the entire outlook
of the character’s being if you are using a feminist lens. By including this line, creators have
implied that Gerald is a “man’s, man”. He is tough, strong and callus. That because he doesn’t
show emotion he is a true man and hero. This creates the idea that, showing emotion is purely
a female trait. It alludes to the idea that showing emotion is weak. If women only show their
emotions and showing emotions is a sign of weakness, didn’t the game just imply that women
Gender stereotypes are not just found in games that have strong male leads, they are
also found in games where the female character is the heroine. In recent years the Mario
Brothers franchise released a game that reversed the damsel in distress style of their games.
The game Super Princess Peace (2006) features Princess Peach as the heroine who must save
a kidnapped Mario and Luigi. In Super Princess Peach, Princess Peach is given four powers all
of which are mood swings. “Essentially Nintendo has turned a PMS joke into their core
gameplay mechanic.” (Sarkeesian). This differs greatly from Peach’s male counterparts who
had power-ups that had nothing to do with their emotions. The power-ups within the
standard Mario Brothers franchise are strength or agility based, meanwhile the female
heroine is ruled by her emotions. By doing this, creators have reinforced preconceived
stereotypes of women.
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Is the video game genre awful, in terms of how they treat and portray women? No,
but the tropes that were highlighted in this paper, are definitely things that could be worked
on. By drawing attention to some of the minor details that help make the genre what it is, we
can help to create an equal environment as far as the gaming community as a whole, and the
creation of stronger, realistic and well-rounded characters. In order to do this, one needs to
stop taking things at face value and accepting what creators release. As a whole, we should
take the time to view all forms of media with a feminist film and take the time to ask why
things are necessary, and then we can figure out how to change them.
It should not be assumed that video game culture has little or no respect for the
the harmfulness of these gender stereotypes is the main cause for their inclusion. The
increased sexualisation of female characters, the stereotyped weakness, and the lack of
diverse body types are details that typically go unnoticed with gamers, but when actually
looked into going against every feminist ideal there is. If video game culture could work on
eliminating some of these tropes, they wouldn’t be glorifying or promoting a sexist or gender
stereotyped mindset of who women are and what they have to offer.
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Works Cited
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Dewitt, Scott Lloyd. "Review: What Video Games Have to Teach Us about Learning and
Literacy." (n.d.).
Lynch, Teresa, et al. "Sexy, Strong, and Secondary: A Content Analysis of Female Characters
Sarkeesian, Anita. "All the Slender Ladies: Body Diversity in Video Games." September 2016.
Shaw, Adrienne. "Gaming at the Edge: Sexuality and Gender at the Margins of Gamer
Sherman, Sharon R. "Perils of the Princess: Gender and Genre in Video Games." Western
Sims, Christo. "Video Game Culture, Contentious Masculinities, and Reproducing Racialized
Social Class Divisions in Middle School." Signs: Journal of Women in Culture and Society
(2014): 848-857.