Saturday, April 19, 2008

A Feminist Perspective of Gaming, Education and Pop Culture

I loved this article as it offers a perspective that generates debate over the gender differences in gaming, the role of media in perpetuating stereotypes of conformity that appeals to video game users and the cognitive development associated with gaming. In addition, the author of this article,"Beyond the Valley of the Geeks", from Bitch Magazine by Jacqueline Lalley, raises interesting points from a feminist perspective on gaming that expands my knowledge base and insight into the opposite sex reflections on media and gaming for women.

http://www.bitchmagazine.org/article/gender-gaming

The article begins with the author referencing interview transcripts with an anonymous male director of product development, and a successful on at that, who shares his personal experiences of the past as a geek getting beat-up by bullies in school. Ironically, the author highlights the fact that many of these developers and designers create games largely catered to the male demographic which includes testosterone inducing content ad-nauseam. Moreover, given the history of abuse for many geeks by the jock/masculine bullies, now owe their fortunes due to the same archetype of individuals who created such pain and agony from the past. At this point on the author excels at gathering statistics which prove women are vastly under-represented in the gaming industry as designers and developers which explains the lack of titles geared to the female demographic.

Perhaps, the best connection the author makes centers on the additional reference to the book "Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter" by Steven Johnson, supporting his theories with empirical data states "that playing video games develops our “cognitive muscles.” In other words, gaming makes you smarter, according to standardized measures in the areas of problem solving, abstract reasoning, pattern recognition, and spatial logic" (Johnson, 2005). This implication for women suggests that by being left out in the video-game process, and subsequent engagement in the gaming world equates to the decline of these abilities for women in society, especially those at younger ages where cognitive development remains most critical. As a result Lalley illustrates this very point "For girls, not having access to a tool for sharpening those aptitudes perpetuates the erosion of their engagement with math and science as academic subjects and career paths; this erosion occurs from childhood through young adulthood, keeping women out of a variety of jobs and public decision-making roles. So unless guys are going to stop playing games—and somehow I just don’t see that happening—we have to make sure girls and women do" (Lalley, 2008).

Even more interesting further in the article dissects the impact of avatars and simulations on gaming for women. Although, the perception that games which offer character control and development, with story and detail, staying away from guns, violence and sports would increase interest among women, these games at best carry a female population of 50% (Lalley, 2008) with games like the Sims an an example. The problem here consists of the sexist female archetype most often created by male developers which over-emphasize certain areas of the female body and represent women as sexual objects of desire. As a result many women not only take offense to these avatar designs but simply avoid the games completely.

This article argues great points about the state of video games in society an the need for greater gender equality in game design to assure that future generations of women receive the same benefits of cognitive development in video games as men. A fantastic read with statistics and quotes from gaming insiders and data to support theories, this article remains one of my personal favorites thus far.

Johnson, Steven (2005). Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter.New York: Riverhead Hardcover; 1 edition (May 5, 2005).

Lalley, Jacqueline (2008). Bitch Magazine. Beyond the Valley of the Geeks: Notes on Gender and Gaming. Retrieved April 19, 2008, from the website: http://www.bitchmagazine.org/article/gender-gaming

2 comments:

Jiao Li said...

Hi Ben,

Gender and gaming is a big issue in the field of video games. Thanks for the great article that analyzes this issue from a feminist perspective.

I remember a survey I saw somewhere reported that female avatars are alienated in the game, especially in the MMORPG. Boys always assume the players would be middle-aged men in reality. So females may need more welcome in the gaming environment:)

Jiao

Zhuo(Joel) Li said...

Hey Ben,

What an interesting article!It reflects not only game developers' genders affect gaming industry but their own experience matters.

The point about underrepresentation of women in gaming industry reminds me of disproportion between females and males in the field of science discussed in one of my courses. There might be some biological reasons and social reasons as well to explain why females are so few in science. When we talk about gaming, the content of gaming really matters. As noted, The Sims, as a "Doll House" type game, attracts more women than other games. Usually, gaming is associated with fighting or " byzantine universes" as mentioned in that article, which may not really the type females are into or "should be" into it. Certain gender roles assigned by the socieyt may drive females away from those games.I agree that lack of access to gaming due to bias in gaming contents deprive females of more learning opportunities to develop cognitive ability.

If I still had a chance, I probably would have a try in gamign industry. But, it seems to be too late.:) For a fundamental change, female's interestes should be considered and the work of female game developer and designers should be valued.