Anita Sarkeesian and the Objectification of Women in Games
As
an avid gamer, an avowed feminist, and one who has previously been employed
within the game development industry, I consider myself well versed with the systemic
subordination of women within games and game development. As explored in class,
and extensively by Feminist Frequency’s Anita Sarkeesian, this subordination
was evident in the nascence of games, with player characters predominantly
presented as male, and women serving a perfunctory decorative purpose. As men
are dominant members of Eurocentric society and those with primary access to
resources, hegemonic masculine interests are those primarily considered under
capitalism. To maximize gains, early game developers relied heavily on
emphasized masculinity in the form of violence and sexual domination to attract
and retain players.
As
technology has expanded, so have the myriad opportunities to objectify women in
games. The game experience has evolved to allow for moving, talking actors
within a digital environment, in some cases even allowing the player to choose from
a selection of actions and dialogue options. This allows for the player to actively
participate in their game experience, including how they interact with non-playable
characters (NPCs). Frequently, however, female NPCs are restricted to dialogue
options relating to either their sexual availability or experiences of
violence. A commonly referred to example is that of the prostitutes in the Grand
Theft Auto video games, which allow for the player character to contract
the sexual services of women and then assault her to avoid paying.
Even
when the opportunity for the player character to either verbally or physically
assault a female NPC does not exist, violence against women is often used as a
plot point or impetus in the story of the main protagonist. In games such as Max
Payne, Castlevania, or Deus Ex, the protagonist sees his romantic
partner or daughter violently murdered, sometimes raped, and thus embarks on a
quest to avenge her. In these incidences, the female NPC is devoid of agency,
disposable, and exists simply to further the story of the male player
character. Whether or not the player is an active participant in the violence
perpetrated against the female NPC, it remains that said violence is a key
feature in the NPC’s involvement. And as Siltanen and Doucet noted, “[w]hat is
the relational core of hegemonic gender in this context? It is that a male is a
foreground character who is an aggressor and killer, and the female is a
background character who is a targeted victim.” (Siltanen & Doucet, 2017,
p. 85)
One
regularly heard counterargument to critiques of violence in video games is that
they remain disconnected from real life behaviour and experiences, and that not
all who play games are inherently violent or misogynistic. While this is
certainly true, the direct impact of the consistent objectification and violence
against women in games is readily observable.
The
abuse suffered by Anita Sarkeesian following her critique of the issue is certainly
a stark example of such a case. Sarkeesian’s critique was apt, appropriate, and
described perceptible trends in games without pointing fingers or attacking any
singular source. The level of rage generated in response to her video, however,
was startling. Threats of violence and rape levelled against a human being for
expressing her legitimate observations is of course disproportionate and
extreme, and context plays a large role in understanding the incident. Game
culture has upheld and even celebrated mainstream concepts of toxic, violent
traits as inherently masculine, while positioning women as objects available
for male enjoyment. The objectification of women is not only commonplace, but
integral to the concept of hegemonic masculinity, and female subordination
becomes entertainment. When these messages are sustained, repeated, and
ingrained in society, the reality of women like Anita Sarkeesian as sentient
and valuable human beings can be easily lost when they speak out against them.
Video
games can have great value, beyond that of simple entertainment. Their
potential as educational and social tools are being widely explored, and games
such as the Mass Effect trilogy, Control, and the recent Tomb
Raider franchise reboot feature strong female protagonists (though in Mass
Effect, protagonist is a binary gender choice). Violence and objectification of
women will remain apparent in the industry, however, as long as it generates
profit and upholds capitalist power structures.
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