Women in Videogames and feminist theories
Women and videogames: blog tasks
Read this Guardian article on Gamergate 10 years on. Answer the following questions:
1) What was Gamergate?
Gamergate was a major online harassment campaign in 2014 targeting women and marginalized groups in the gaming industry. It began under the guise of concerns about "ethics in gaming journalism" but evolved into coordinated attacks on individuals, especially female game developers, journalists, and critics. The movement symbolised broader cultural battles about inclusion, diversity, and progressivism in gaming.
2) What is the recent controversy surrounding narrative design studio Sweet Baby Inc?Sweet Baby Inc., a narrative design studio, has faced backlash from a faction of gamers accusing it of "forcing diversity" in video games. Critics claim the studio secretly alters characters to conform to a so-called "woke" agenda. This harassment, fueled by conspiracy theories and social media campaigns, echoes the tactics of Gamergate a decade ago
3) What does the article conclude regarding diversity in videogames?Use our Media Factsheet archive on the M: drive Media Shared (M:\Resources\A Level\Media Factsheets) or here using your Greenford Google login. Find Media Factsheet #169 Further Feminist Theory, read the whole of the Factsheet and answer the following questions:
1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’?
- Hooks identified a lack of diversity within the feminist movement and argued that diverse voices, particularly those of non-white and working-class women, had been marginalised.
3) What aspects of feminism and oppression are the focus for a lot of bell hooks’s work?
- Hooks focuses on the intersection of race, class, gender, and sexuality, challenging the feminist tendency to treat women as a homogenous group. She emphasises the importance of male involvement in achieving gender equality and advocates for inclusivity within feminism.
- Intersectionality: The overlapping or intersecting social identities and systems of oppression, domination, or discrimination that create a unique whole identity.
- hooks argues that intersectionality is crucial for understanding how various forms of oppression interact and must be considered to achieve social and political equality.
- Van Zoonen concluded that gender roles are heavily influenced by mass media, which shapes societal gender identity structures through cultural and symbolic representations.
- Socially constructed gender: Gender is not fixed or inherent but is an ongoing process influenced by societal, cultural, and historical contexts. This links to Judith Butler’s idea that gender is performative and shaped by societal norms and discourse.
- Some feminists criticize these magazines as commercial tools promoting exaggerated femininity that pressures women into consumerism. Others acknowledge that women may derive pleasure from them.
- Your view: [Provide your personal perspective here, e.g., "I agree that these magazines can perpetuate harmful stereotypes, but they can also offer women a platform for self-expression."]
- Gender ideas evolve over time; e.g., pink was once a color for men. This aligns with Roland Barthes’s concept that cultural meanings and signs evolve over time.
- Examples: The shift toward inclusive toys (e.g., LEGO creating gender-neutral sets) shows how gender roles are constantly changing.
- Whether the media is commercial or public.
- The platform (print vs. digital).
- Genre (e.g., drama vs. news).
- Target audience.
- The role of media in audiences’ daily lives.
- Stuart Hall’s encoding/decoding model, which examines how media messages are interpreted and negotiated by audiences.
- Transmission models suggest women internalize representations that do not reflect their perspectives. This links to Stuart Hall’s idea of hegemonic readings, where dominant ideologies influence how media is consumed.
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