Because video game play is not exclusively a male activity and because
technology related professions are not exclusively male, it is important to
question why more females are not involved in technological professions, to
include video game creation, as opposed to marketing of video games or other
facets of the business end of the video game industry.
A
concern posed by scholars Jennifer Isabelle Pei Ling Ong and Pei-Wen Tzuo is
that their study, which positions girls as consumers only, instead of as active
creators, cannot add depth to our understand of their views. The gaming industry, however, does
position girls and women in ways, which are positioned to draw the female to
the industry. I look to an
education game project, which took place in the Digital Media department
of the University of Central Florida.
Based on the folktale, “The Turkey Maiden,” with its genesis in 1930, in
Ybor City, Florida, this study engaged young females by modifying an existing
game a user-created addition to the original game was created. Speaking to gender, Natalie M.
Underberg revisits the Cinderella
tale, where Rosa, the Latin-American heroin must complete culture based
quests. Within this tale, the
heroin rescues the Prince who is ill, cures him, and in the end they are
married, keeping consistent with both the Spanish and English versions of the Cinderella tale. This modification visited the gendered
positionality of the heroine in the game as the female student
integrates specific tasks the heroine must successfully
complete in order to advance
in the
game… Adapting an oral folktale with an active female protagonist into a
heritage-based computer game involved experimenting with feminist game design
principle (gender differences in play), and understanding how features of
digital environments, like spatiality and interactivity, affect storytelling
and game play. (Underberg, 201)
Numerous
articles, many of which reviewed, contextualized, and critiqued the current
involvement of girls/females as portrayed and involved in technology and gaming
were available on the Internet. I
was drawn to this educational computer game project as a focus, because it led
me to draw on the works of Gloria Anzaldúa , in
recognition of my own positionality as a mestiza, between-borders, a
non-Spanish speaking, third generation American (Anzaldúa ,
1987). I also felt it important to
draw from Anzaldúa based on the context of this past week’s Girlhood
Remixed camp, which revisited the role of the female in technological fields,
crossing boundaries into fields that reveal professional positions, which are
historically predominantly male: “Necesitamos teorıas that
will rewrite history using race, class, gender and ethnicity as categories of
analysis, categories that cross borders, that blur boundaries—new kinds of
theories with new theorizing methods” (Anzaldúa 1990, xxv).
It seems that historically, video game creators have either drawn the
damsel in distress female, or the hypermasculine female with impossible bodily
measurements. However, with
educational games such as with “The Turkey Maiden,” there is hope that games
will be created where the female doesn’t have to be the subversive Cinderella,
but can save herself based on measurements of her own capabilities, not those
positioned next to the male.
I really enjoy and relate to Anzaldua which intrigues me since I'm not mestiza. I think it is her female power.
ReplyDeleteGreat post, Karen! You might like this link too on cultural stereotypes in video games:
ReplyDeletehttp://bitchmagazine.org/post/the-games-we-play-racing-away-the-whitewashing-of-video-games