“Brown
Skins, White Avatars.” Edmond Chang, from KCSB
News. February 2016,
https://soundcloud.com/kcsb-news-1/brown-skins-white-avatars
Professor Edmond
Chang, an Assistant Professor in Women’s and Gender Studies at the University
of Oregon held a talk at UC Santa Barbara on January 26, 2016. Here he spoke
about the lack of representation in video games and movies, including the race
and sexuality of characters. Because I was not able to attend this talk, he was
interviewed at KCSB FM in Santa Barbara and gave a brief summary of what he
spoke about.
This is relevant
to my own research paper because he speaks about the different ways developers
and gamers think about the race and sexuality of characters. He also speaks
about the different ways minorities, such as blacks or Asians feel left out
when it comes to representation in a form of medium they enjoy.
He also gives
small solutions to fix this problem, such as bringing in minorities and LGBT
people into the gaming industry. Writers are the ones who write the stories,
whether they are Asian, Hispanic, gay or black. They have the power to change
who the characters are in the game. If the industry is dominated by straight,
white males, that’s generally who the protagonist will be of the story they
write. People will write about what and who they can relate to.
This information
is great to use in my paper because Professor Chang has experience in this area
and understand the science behind gender and sexuality. He explains in the
recent Star Wars movie, The Force Awakens,
some fans see the possibility of a relationship between Finn and Poe Dameron.
He asks the question, “Why and who does it hurt if they are in a relationship?”
He sees the problem behind what he calls “straightwashing” and how many Western
cultures find that anything that deviates from the “norm”, such as a homosexual
relationship, is wrong.
Saleem,
Muniba. Effects of stereotypic video game
portrayals on implicit and explicit
attitudes. Iowa State University, 2008.
Saleem’s findings
focus on the stereotypical representation of Middle Easterners in video games.
This does not only include the people of the Middle East, but it includes the
land as well, pointing out the “Middle East seems to be a favorite virtual
battleground.” (Saleem 6) This is important to note because we see this in many
games, yet we do not acknowledge it. It is true that this is the case,
especially since terrorism has become a favorite topic for many games,
including Call of Duty (Activision, 2003) which has a story arc that is titled
“Middle-Eastern Conflict” and Conflict: Desert Storm II: Back to Baghdad (SCi, Gotham Games 2003).
Saleem writes, “In
today’s generation, children play video games an average of 13 hours per week.”
(Saleem 8) What we see as good versus evil in a video game may not seem like a
big deal to others, however we know that media often times affects the way we
think. The more people are exposed to a media, the more they will perceive it
as normal. Therefore, the more Middle Easterners are portrayed as terrorists
and their homes considered a battlefield, the more gamers will see real life as
the same.
Alexandra Henning, Alaina Brenick, Melanie Killen, Alexander O'Connor, and Michael J.
Collins. "Do
Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescent
Perspectives." Children, Youth and Environments 19.1
(2009): 170-96. Web.
This study was
done in 2009 to find out if stereotypical images portrayed in video games
affected adolescents, specifically male and female gamers from 9th-11th
grade. Their end results found that, “Overall, though, all participants viewed
the images in the female-stereotypic games as more negative than in the
male-stereotypic games. This suggests that violent and aggressive images are
viewed in more positive light than are sexually exploitive images by
adolescents.”
This is quite
alarming that developers continue to do so, even if people of all ages are
pointing this out. In my recent proposal, BioWare user Ashes_Arizona had
written, “Listen… I’m a man, I’m an extremely married man, had my fill of women
over my life and I’m also an artist. Its not that you’re visually offensive
because it might be viewed as sexy, its that its literally crude and
adolescent… So basically you have all these little crudely sexualized
characters running around and BioWare profiting off the juvenile need to
sexualize anything that can be sexualized. Its not just disrespectful to
women…its disrespectful to art.” This is what the study has proven: that
developers do not care if their portrayal of women as sexually explicit. It’s
viewed as negative, even by adolescents, yet they continue to do so because it
brings money in.
This is important
information to note in my research paper because this can be brought up to developers.
I am able to point out that studies have shown that showing women as sexual
objects is seen as negative, even toward children.
Glaubke,
Christina R., et al. "Fair Play? Violence, Gender and Race in Video
Games."
(2001).
This study finds
many issues in the gaming world, from the ineptitude of women to the lack of
racial diversity in games. Glaubke finds that overall, 50% of women who are
portrayed in games are bystanders who do not engage in action. (Glaubke 15) She
also finds that females were seven times more likely than males to be
participants. Participants are “characters that obey the commands of the
player, but do not necessarily have personalities or abilities of their own.”
(Glaubke 16) This is quite troubling because it shows that women are portrayed
more as objects rather than a person, someone who can think and act on their
own.
In addition to
seeing the stereotypes and lack of females in video games, this study also
analyzes stereotypes of races and ethnicities. Of the 53 heroes analyzed by the
study, 46 were white. In sports games, 8 out of 10 African American competitors
were the ones to engage in physical and verbal aggression. (Galubke 26) This
shows that stereotypical portrayals of races are an enormous factor when
creating a character of color in games.
The end result of
the study is that “When they do show diversity, they often incorporate
stereotyped images and roles for people of color. Rarely ever cast as
champions, rescuers or heroes, their portrayals often amount to nothing more
than hyper-muscularized brutes, exotic fighting machines or athletes displaying
near-supernatural ability.” (Glaubke 30) This is important to note, especially
in my research paper because many other studies and articles that I plan to use
forget that when diversity is shown, especially in a protagonist, they are
still shown in a negative light. This is similar to Bane, in the Batman: Arkham
Asylum (DC Entertainment, 2009) game. He is a Latino male, who although is not
a hero and is an antagonist, he is shown as a behemoth with enormous budging
muscles who tries to defeat Batman through brute force while Batman (a white
male) tries to defeat him with wit.
Anderson,
Monica. “Views on gaming differ by
race, ethnicity.” Pew Research Center. 17
December 2015. Web. http://www.pewresearch.org/fact-tank/2015/12/17/views-on-gaming-differ-by-race-ethnicity/
When reading this article, a table is provided titled, “Many Americans –
regardless of race or ethnicity – unsure if video games portray minorities
poorly”. This shows that 100 Hispanics, whites and blacks were surveyed and
asked if video games portrayed minorities poorly or not. While majority of each
group said they were not sure, it is clear that Hispanics and blacks felt that
video games portrayed minorities poorly the most while whites were unsure. This
says a great deal about how others see minorities in games. Minorities felt
that video games portrayed them poorly because they are minorities and know how
they act, speak and think.
This is important
to note in my research because minorities know how their cultures are,
and they also know what stereotypes come with them. They also know what poor
representation is, thus can spot this in video games. Developers need to
understand that these poor representations in games are not seen as a good
thing, but as negative in the minds of gamers.
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