The Full Scope

The Full Scope is a Film and Video game blog specifically designated to the topic of Gender and how it is portrayed in the media

Inspired and Utilized by my Senior Seminar MASCULINITY (And Gender) in Film

Saturday, January 24, 2015

I Love me some Eye-Shadow: In Defense of BRATZ

  it's my birthday and I should be doing something else with my time but I have a rant, regarding this:

 and of course THIS:
disturbingly sexist article about something that should just bring more diversity to the doll world
  As some people may have seen the Bratz dolls from our wee years have been all over twitter and the internet this week because someone in Tasmania gave the dolls make-unders. This woman has been praised for 'desexualizing' the dolls and turning them into little innocent forest children, instead of bad influences.
the little angles... are a bit obtuse to me


The article, notice, only puts up the most tantalizing photos, such as this:
along with the tag "she looks like a hooker." Its probably just from the 80s lineup of dolls.

Well, what about all the other options? 70s look fine to me. Though I didn't mind the 80s either.


1. What's wrong with options?

As someone who likes to put on make up most days, it's rude and dumb to make snap judgements about intelligence based on their outer appearance.
People have been saying these dolls have 'inner beauty' because they look 'natural.'

she wants your soul.
Um... No they don't, they're dolls- and having the option of natural looking dolls is great but believe me I have met some real assholes who didn't wear makeup while knowing many lovely women who do. Dolls however, have no personalities and unless there are rainbows in that inner husk of theirs, they have about as much inner beauty as an empty Pringles can.


2. De-sexualization? Really?
Girls can be cowboys too. Er, cowgirls.

I think my biggest problem with the desexualization fight is the ignorant question of who is sexualizing these dolls. Speaking from the perspective of someone who played with said dolls at a young age, I don't think I eroticized them in the same way that adults do. The bold colors and patterns of the clothes may have stimulated emulation but it was because the aesthetic was interesting, vivid, and not constantly 'pretty in pink.'

Some of these collections are really freakin' cool. A Masquerade collection? Sign me up!
 Do girls explore sexual discovery through playing with dolls? Honestly yes- but that can be done with any set of dolls- and to blame the clothes is preposterous- all I know is that when we played with the dolls and someone wanted to have a baby, doll clothes would hit the ground faster than you could say 'lack of genitalia' - and reenacting 'sex' with the dolls was so incredibly inaccurate that instead of sex positions that made sense we'd just make the dolls scissor, regardless of gender, and boom a baby happened. Children don't sexualize the dolls. They don't look at the clothing the dolls wear and think, "this is sexy and all the boy dolls will want to fuck her." Parents do. Saying the natural dolls are better is a form of slut shaming so ingrained that we are forcing it on inanimate objects.

These dolls are seriously cool - Rocker dolls for the non-traditional set
That is one slutty hunk of plastic. The problem isn't so much that we treat the dolls as pariahs of bad influence- it's that we treat women the way we treat these dolls.


3.Just Look at this Diversity
two white girls and they ain't taking center stage.

Can we quickly discuss how diverse Bratz dolls were for their time? Even now they lead the doll market as far as diversity is concerned with tons of varying race, ethnicity and even social groups represented. They have no single 'token' person of color doll but many who are given equal weight in advertising.

And, unlike Barbie, all dolls have their own, equally cool, style, individual face shape, makeup pallet and fashion sense.


4. BUT BRATZ DONT HAVE CAREERZ
I think yes. Your look doesn't define your intelligence. They're teens, they should dress funky and figure out their careers later!

One of the biggest butt-hurts people have had with the franchise is that the bratz dolls don't promote any type of non-traditionally-feminine interest. I wonder though, does Barbie, who has a wide array of forms and jobs, actually promote play within those ranges? When I was a child, I would choose the coolest looking bratz or Barbie doll and, regardless of clothing, made them paleontologists, veterinarians, marine biologists myself. The commercials may show bratz dolls going on trips to the mall for fashion, but mine was most certainly a prosthetic limb engineer.
And if you actually look at all the doll lines, you'll notice a lot of them do have jobs:
Fighting Crime is legit work

As are all of these - Like, you can be funky and hot and beautiful and have a job - and all of these are legitimate jobs so take that society.
Musician is a job

Heck, this one is even a pirate! She got the booty AND the BOOTY



Long and the short, I'm not saying the refurbished dolls are bad or stupid, but I do think they are an alternative option that should be available without vilifying the dolls already out there. The girls and boys who play with them should not be scolded for enjoying a vibrant aesthetic or praised for preferring a woodsy one. Just get the kid the doll they'll like, and as long as you don't see signs of anorexia as a result, let it be. Adults, please stop sexualizing your children's toys. That's what you have your own for.





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LEX saved the Game

Also! This post was featured as a guest post on Wandering Womb. Check out more posts on exploration and self discovery here: Wandering Womb

Lets change the focus

Ok, so I'm sure the 8 people who follow this blog are probably wondering what happened to the thesis: Right now I am in talks to get it published, so I can't actually self publish it here -- yet. There is a good chance it won't be published as a paper, so I may end up posting it eventually.

This means the blog has a change of focus.

Amidst the #GG that had been flowing, I was getting a lot of call-outs for this being a feminist rant blog, despite a severe lack of feminist rants, and that the whole point of the blog was to examine what gender means to videogaming, in a neutral setting.

Well buckle up, folks.

You wanted feminist rant blog? You got feminist rant blog.

From now on this blog will be about GENDER and the MEDIA.
Look for the newest post, following immediately.

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LEX saved the Game

Thursday, November 6, 2014

Short and Sweet Exciting News

Exciting News, Guys!

I think I've finally come up with an appropriate title, given that my thesis is about gender identity in gaming in this current #gg climate:

Title:
Now the Controller Has Cooties: 
Identifying Across Gendered Videogame Avatars


Sunday, October 19, 2014

Back to Texts - Slightly longer analysis of Lara Croft: Feminist Icon or Cyberbimbo?

Today will explore bimodal characters with Lara Croft: Feminist Icon or Cyberbimbo

First up: Laura Croft: Feminist Icon or Cyberbimbo by Helen W. Kennedy


Right from the title Kennedy sets up her topic: which is Laura Croft? A feminist icon that female game players can claim as an identity marker or yet another objectified female representation to be gawked at by the traditionally male gaze?


Kennedy refers to Laura as both "an object of representation [and] spectacle" and as an avatar that "disrupts the relationship between spectator and spectacle" (Kennedy 1).

What Kennedy is doing is fairly obvious: she sets up a bimodal system that people are comfortable with - that a character can either be object or representative - and then subverts this system by calling up a spectrum effect which she has dubbed "bimodal" character. Her appeal does not lie in only an objectified avatar but as an identifiable creature to the feminized viewer. Such characters, like Lara Croft, are important as a revolution of the modern game-play era. Not just men and not just women were allowed to enjoy playing as Lara Croft -- Kennedy implies that the company Sony realized they could appeal to both audiences in one go - by creating an attractive hyper feminized (as in boobs) body with the ability to act out scenarios and activities previously only available to the male body. Lara is able to go into a male game-space, dungeons, tombs, jungles - the explorer's quest-- as no female avatar had done in the same way before.

That is not to say she is not still a problematic character as a representation to females. She is playable because she has been made masculine. She has little in the way of a romantic love interest and, like most female avatars, lacks a male body to gaze at (in the same way the female love interests of male avatars -- in all media, film, tv, art and videogames-- are).

Kennedy also brings up Mary Russo's term "stunting bodies" which are defined as "female figures which, through their performance of extraordinary feats, undermine conventional understandings of the female body" (Kennedy 3). In such an action genre, where most straightforward masculine subculture lies at its most obvious, Lara is cast as an other in sharp relief to her world. Her otherness objectifies her and causes a look upon her, yet it is also her retention of both otherness, while dominating in a natural setting, and her triumph in this traditionally masculine space, that allows her to be seen as a feminist icon. She goes into the man's world, and comes out of it no worse off.

Wait, you mean... this cartoon isn't accurate? 
                        You mean, I won't burst into a fiery ball of death if I leave my house?

I enjoy a good women's suffrage cartoon every now and then.

Do not turn off the power while your progress is saving.
LEX saved the Game



Sunday, September 28, 2014

Formal Paper Proposal


           After a long exciting wait, here is the paper proposal, which may or may not be altered when my professor reads it! Wooooo-
 
              The difficulty, in the past, with trying to write about comparative identification in videogames between player and avatar, has been in the lack of multi-racial and multi-gendered characters with different sexualities. Much of the market has been dominated by the societal identification as a cysgendered, straight, white male, and for a long time video-games fed into nothing but that type of aesthetic, calling for characters to be nothing more than a mirroring, not of the individual players, but of the patriarchal identity. Although this trait is still the domineering force behind videogames, one battle that is starting to be won with the help of videogame developers is the choice between choosing a playable female and playable male protagonist, or even being given a solely female avatar, such as in Tomb Raider, or Beyond: Two Souls. Some games offer malleable forms, such as in Mass Effect and Skyrim, which offer almost full player control as to the identity, both gender wise and sexuality wise. Others offer less choice, with a selection of prefab characters of several genders, such as Borderlands – four male and two female characters—or Final Fantasy XIII and XIII-2 which offers an extremely wide range of identity. Others, such as the Bioshock Series, offer limited play as a female character.
            The discussion as to how players relate to gendered characters is not a simple one. Based upon the games available on the market today, it seems as though the developers and gamers have differing opinions on how to best create games. The most vocal portion of the market insists that creating multiple identities to satisfy all consumers is a waste, yet fail to realize how their games have already been effected by more gender neutral gaming styles. My essay will not argue what type of game design is best; it will seek to sort out how gender effects gameplay and why many characters, as well as the worlds they inhabit, are identifiable to both men and women. I will talk about several specific topics, and their pros and cons:

I.               Why many male gamers believe they cannot identify with female protagonists of games, through the lens of an eras-old gendered play space, and how this misconception is based more in perceived gender-space roles, rather than actual changes in game play. In particular, this will look at the already pervasive function of the female space within the male game action genre, particularly in widely acclaimed games such as the Bioshock Series, which contains all of its perceivable action in an under-water biosphere that is both city and mall all in one, and affords its players the values of the stereotypically male genre (action, violence and exploration) with those of the stereotypically female genre (character depth, motivations, secrets and interior world building).
II.             How women identify with male characters. This includes ways in which contemporary games have used the traditionally feminized component of secrets, domestic spaces, and character motivations to create well-rounded characters that do not just create action but create a story, as well as the bimodal function of the “stunting bodies” characters who are designed with both men and women in mind. This second part, in particular, will be a focus on how girl gamers identify with such female avatars that have been designed, at least in part, to appeal to a voyeuristic male audience.
III.           How men identify with the female characters already on the market in a continued discussion on cross-gender avatar functionality. In this section, I will bring up the topic of the Final Girl and how many female avatars in gaming have been masculinized to fit, simultaneously, with the love-interest sexualized and objectified body, while also having the character’s own sexuality denatured to prevent the objectification of the male body presented to a player. This will include games such as Final Fantasy XIII-2 and Lollipop Chainsaw, which both render their female protagonists sterile through the absence of a male body to objectify, Final Fantasy XIII and Tomb Raider, which code their female characters as either lesbians or asexual and use the game as a way of attaining manhood through the process of gaining a symbolic phallus, and finally games that defy the normal gaming function to give a full and complete world of what it is like to be a feminine character in a male dominated world (Bioshock Infinite and Beyond: Two Souls). This final section will conclude with an analysis of the game Beyond: Two Souls – both its controversy as a slower, passive style game, and its success of eliding the world of combat action gaming with accurate representations of a straight female character.
In the end I suppose my thesis could be boiled down to this: The avatar is a representation of both self and other; The more that avatar is placed in a world that gives equal distribution to male and female game-space, while not ignoring the realities of how the world reacts to these character distinctions, the more likely it will be that the game will resonate with the highest number of players. Even if the player cannot relate to the gender, they can relate to the qualities that make up humanity, which is not just gender neutral, but both feminine and masculine in quality.

Annotated Works Cited


For those of you playing along at home, here is my baseline annotated works cited. You'll notice that there are some of these articles that I have not posted about yet, but I assure you, that was only because this works cited was due, and I will be catching you guys up pretty soon. 
 
Clover, Carol J. "Her Body, Himself: The Final Girl." Men Women and Chainsaws: Gender in the Modern Horror Film. London: BFI, 1992. 35-41. Print.

Although the actual section of Clover’s book on “The Final Girl” is short, it has become a vital part of my thesis. Clover argues that female characters that act as the main protagonist in horror films, the ones who survive the ending and triumph, are relatable to the target audience, preteen boys, because they have had their feminity stripped from them while remaining a marginalized character. Through their lack of sexuality or voyeurism towards any particular male body they become devoid of sex or are more likely to be sexually curious about another woman’s body. They wear flannel, are bookish and quiet and have not yet come into their own. They become the avatar for the young male viewer and must earn their metaphorical ‘phallus’ through intense trial. Similarly, many female game characters are given a traditional place as the “mannish” woman. They either have no sexuality, are coded as lesbians, or have their sexuality neutered from them by circumstance. This relatability to the young male consumer is important to my thesis because it explains why my original topic choice, explaining cross gendered identification between players and characters, is flawed; if the characters are intentionally created to be more identifiable with the male player, then there are not many outlets to see how men identify in the avatar of a truly feminized presence.


Jenkins, Henry. "Complete Freedom of Movement: Video Games as Gendered Play Spaces." The Game Design Reader A Rules of Play Anthology (2006): 330-61. Web

The associative identity between players and avatars cannot be summed up solely by the characters themselves but by the spaces they inhabit. Jenkins work focuses on the prior segregation between girl’s spaces and boy’s spaces within the realm of 19th century literature—the “Adventure Island” verses the “Secret Garden”. Not only does he confront the polarized environment that is forced on to children, he also organizes his own polarized definitions of current female play spaces as well as current male spaces, so that he can eventually discuss the concept of a gender-neutral play space. He makes a compelling argument for videogame spaces that defy preconceived gender stereotypes and focus on giving girl gamers a wider spatial exploration, filled with more action and adventure, and giving boys one that encodes more “domestic” puzzles and secrets to promote character development and motivation behind actions. It is my belief that his concepts of gendered play spaces could, in part, be responsible for the male anxiety about adding more female avatars to games – believing that if they allow more female characters then the game will become domesticized and lose its playability. This is intriguing as much of Jenkins’ final argument, of a neutered play space has already come to pass as characters and world creation through motivation have been landmarks of successful games in just a few short years – a move which utilizes the best portions of traditionally female and traditionally male play spaces. The misconception between a gendered space and a character with a gender, and the anxiety that can occur because of these gender differences is a key factor in both how all gamers identify with characters and how they identify with the worlds created by them.  


Kennedy, Helen W. Lara Croft: Feminist Icon or Cyberbimbo? 2002. Www.gamestudies.org, Vol. 2 Issue 2. PDF.

To a certain degree, Kennedy’s article on Lara Croft encapsulates many parts that I would have written about myself had I tried to write my thesis over ten years ago. However, ten years have passed, and with a larger base of games as well as approaches to gaming (such as the first person female character), there are many things to take from Kennedy’s article and focus upon the direct relation between male players and female characters, lesbianism in gaming, and the identification that occurs between female players and male characters as well as male players to female ones. Kennedy discusses Lara Crofts bimodal appeal – for women as a representative of the female gender, and for men as a commodious other to be objectified. However, Kennedy’s spectrum goes beyond a simple binary, giving many different levels of gender discussion to speak about Lara Croft. She speaks of Lara Croft as a continuation of the “laddette” culture, prominent in the millennial era, as well as the concept of “stunting bodies” which represent women as “female figures which, through their performance of extraordinary feats, undermine conventional understandings of the female body”. In part, these concepts paint Lara as a masculinized figure – one that happens to have a pair of humongous polygons as her only signifier of ‘woman’. Kennedy discusses Lara’s relation as a gender-queer figure (incomplete because of recent developments which code Lara more so as a lesbian than was made available in 2002), and as a voyeuristic model to be gazed upon. She even goes far enough to question all meaning behind these gendered models, stating the cold hard truth: that these characters are simply mechanics with a pretty face – the automatons of a new world.


Lehman, Peter. "Crying over the Melodramatic Penis: Melodrama and Male Nudity in Films of the 90s." Masculinity: Bodies, Movies, Culture. New York: Routledge, 2001. 25-39. Print.

This article has become more important than I previously realized it would be. It embraces the stark polarities between the types of masculinity that are ‘allowed’ to be portrayed in the mainstream world of cinema (and therefore videogames). These binaries, which consist of an ideal of masculinity stemming from power (often held by otherwise marginalized and villainous characters) and masculinity stemming from honor (attained by the marginalized protagonist who must earn his masculinity through great trial). This honorable masculinity is not solely a masculine trait bestowed upon men but also symbolically upon the worthy youth and the worthy woman. It is interesting how such marginalized characters must both rely upon and give up their feminine traits in order to achieve this honor. In addition, the article discusses, at length, the issues with putting the male form on the screen and how it becomes a type of intense melodrama to allow the penis/male form a place of objectification. The melodramatic penis explains how we perceive the idealized man and how audiences wish to witness the most exemplified form of masculinity and bath in its glory or to otherwise reprimand the weak and flaccid ‘other’. It explains reasoning behind why viewers do not often see representations of the average man.


Matrix, Sidney. "Desire and Deviate Nymphos:." Journal of Homosexuality 31.1-2 (1996): 71-81. Web.

One of the more complex portions of my topic has to do with the straight male relation to the lesbian female. From my research, I have found that most female characters in games tend to be either asexual or otherwise coded as lesbian. Because so many games are created to appeal to the male gamer, it raises questions as to how men can possibly identify with lesbian women. This article talks about the use of Lesbianism in pop culture as yet another aid for male pleasure. In it, it deals with the common stereotypes found and promoted, the trivialization of lesbian love, and specifically the use of lesbianism as a voyeuristic object suited for the male gaze. The article focuses, in part, on how lesbian bodies are portrayed, when they are portrayed, and the confusing dichotomy between associating with the image of any kind of lesbian representation while simultaneously being oppressed by it. In particular, it is this identification/oppression dynamic, as well as the lesbianism as a means of male pleasure that will be useful when discussing how men and women relate to these types of female videogame characters.


Mulvey, Laura. "Visual Pleasure and Narrative Cinema." Visual and Other Pleasures. Bloomington: Indiana UP, 1989. 14-26. Print.

Laura Mulvey opened up the field of film by talking about artistic forms that are solely relevant to filmmaking. Although many of her theories have been reversed or renegotiated thanks to the advancement in the gay and female gazes, as well as subverted by videogames thanks to the player controlled gaze feature characteristic of videogames, it still has many applicable uses. In the clearest sense, Mulvey’s work is crucial for understanding why there is a dearth of straight female (or gay) playable characters. Mulvey argues that men cannot become objects of the gaze because they are inherently the voyeurs not the voyees. Despite much evidence that shows obvious examples of how men have often been the subjects of a gaze, this concept of non-objectivity still holds much weight in the realm of videogames today. Many female characters are stripped of their sexuality or are otherwise coded as lesbian. Mulvey’s theory suggests this is because men are incapable of being the object – I disagree. I believe there is an inherent fear, in men, of being the object of a gaze, and so to create characters that are more easily relatable for men, they are not objectified often in mainstream game play.


Nakamura, Lisa. 1999. “Race In/For Cyberspace: Identity Tourism on the Internet.” In Victor Vitanza (ed.), CyberReader (2nd Edition). New York: Allyn and Bacon.

Although Nakamura’s work focuses in on Race as the method of identity tourism, her work is easily transferrable to Gender. Although Nakamura focuses primarily on racial conflict as appropriated by MMORPG players on the internet, who choose to define themselves as a particular race, many of her theories, particularly concerning the ‘safe’ other as avatar, will be important. She argues that people who, on the internet, choose to ‘vacation’ as an alternate race are given the benefits of the culture of the other without having to experience the negative aspects that go along with it. She claims that the issues that occur because of Identity tourism are not because of the tourism-as-other itself, but from the flagrant mistreatment of racial stereotypes that hurt a culture. Some of her work must be considered, for my topic, from other perspectives: MMORPGers are given the option to choose what their character looks like and how they define themselves, while most First Person console games pigeonhole the player into a prefab avatar. They force you to become a white male or occasionally a white female, whether you want to or not. Even in these avatars there is still a notion of identity tourism.


Neale, Steve. "Prologue: Masculinity as Spectacle Reflections on Men and Mainstream Cinema." Screening the Male: Exploring Masculinities in Hollywood Cinema. Ed. Steven Cohan and Ina Rae. Hark. London: Routledge, 1993. 9-19. Print.

Where portions of Mulvey fall short, Steve Neale tries to fill in some of the gaps. In his essay, he discusses the concept of how masculinity is portrayed in film through a similar lens as Mulvey’s. Unlike Mulvey, however, he believes that the male can be objectified on screen, albeit in a different manner. In regards to my essay, his discussion on character identification is particularly useful: He disagrees with Mulvey that the only people who identify with the male protagonist are men, and the only people who identify with a female protagonist are women. Instead, Neale has come up with a narcissistic identification that promote a fluid gender identity  that fluctuates between identification and objectification of a character on screen. I believe this fluctuation exists similarly for the player of a videogame, perhaps to an even greater extreme. The avatar in a game follows direction from the player; the player and character often move as one. However, in the event of a cut-scene or dialogue sequence, the wall is broken and, in a Brechtian manner the player is reminded that they and the avatar are not one and the same but two separate entities. In addition, Neale also brings up the topic of sado-masochistic voyeurism, as a method of explaining how the male form can be objectified and appreciated without being obviously voyeured at.


Rehak, Bob. 2003. Playing at Being. In: Wolf, Mark J.P. and Perron, Bernard. 2003. The Video Game Theory Reader. New York, Routledge pp. 103-127.

Playing at Being utilizes psychology as a method of explaining the relationship players of video games have towards their on screen avatars. Although not grounded by any particular marginalized factor, Rehak discusses the history of the avatar and how it has changed over the course of time. He uses, in particular, the mirror stage of childhood development as an analogy to why the avatar fascinates the women and men who choose to play video games. Through a history lesson in the videogame avatar, dating all the way back to Spacewar!, Rehak gives examples of how games have gone from having a mechanical protagonist, to an organic one, to something much more similar to ourselves. The avatar has multiple levels of being: on the one hand it is the ‘self’, as defined by its movements guided by the player and reacted to by the on screen world, but it is also the other, giving a player the potential to do both more than the human can, but also constricted by the game design’s formula. Rehak focuses also on how games can toy with subjectivity- leaving players believing they are given choice and free will when they are artificially contrived to force situations that will further the story along, begging the question, who’s space is it, really?


Williams, Linda. 1982. Personal Best: Women in Love. In: Jump Cut 27. 1982. pp. 1-12.

Williams discusses the failings of the media’s portrayal of lesbian romance with the Film Personal Best. She discusses its complexity, looking at the arguments both for and against it as an agent of male voyeurism. The two women of the film have a three year long affair, yet their own sexuality seems to fall into their laps. In the end, Williams argues that what appears to be, on the surface, a film about women in love conquering through their athleticism, turns out to have so much influence from the outside patriarchal society that it actually promotes a patriarchal society worldview. Her methods of picking apart a seemingly revolutionary film prove insightful as I try to pick apart the use of the lesbian as an avatar in videogames. What do these games actually say about sexuality and gender? Like Williams does, I must pick apart the games to see what undercurrents of topical sexism are not brought to the forefront and maintain reflections of how the male society mind already thinks. In addition, Williams discusses the change in the ideal female form from one of soft curves to athleticism. It may be that the ideal woman to be looked at has changed form, not become less frequently applied.

Friday, September 19, 2014

Race In/For Cyberspace: Identity Tourism and Passing on the Internet

Nakamura, Lisa. Identity Tourism and Passing on the Internet. N.p.: Race In/For Cyber Space, n.d. 
        PDF.

Identity Tourism:
"the (re-)formation and revision of various forms of identity, particularly ethnic, gender, and cultural identities." - wikipedia
because everyone wants to vacation into the mind of a pinata for a little while

Now how do we cope with that? The whole notion of identity tourism, when you think about it, seems somewhat twisted - but is it? By they end of Lisa Nakamura's article, my answer is no. Identity tourism is not a problem -- but that doesn't mean that depictions of characters, and how we relate to them, is a simple topic without issues-- such as dangerously stereotyped avatars. To stay in keeping with my thesis topic, which deals solely with how players identify with the gender identity of their characters, I will talk about this essay through that specific lens. That being said, if you want a really interesting read, please read Lisa Nakamura's essay. 

Gaps: 
-This essay specifically addresses the method of identity tourism performed by white males in online MMORPG style gaming and their tourism into the identity of multi-ethnic (but particularly asian) avatars. While she does talk a little bit about gender, she does not systematically go through every variation of identity tourism, ie: minorities who play as other minorities, minorities who play as privileged characters, people who exclusively play across the gender gap. 
 
- Interestingly, Nakamura, in the first few pages, makes careful consideration of how online games will often make you choose a gender and not a race - while it is important to understand such a difference in online game-play, and the implications of having to write ones race into the characters description, as opposed to pressing a button, it does ignore the implications of being forced to take a gender identity online. As most women who play games on an open forum can tell you, being "outed" as a women creates a large source of harassment for which many would rather avoid. Its actually difficult to say which is worse.

-She also does not account for games in which the player is given no choice about the avatar's identity or about how limited choice avatars reflect those who play them.  


And then there are games like Skyrim... 

So what does she say?

First she talks about the idea of "computer cross-dressing" (1), and how this type of identity play allows people on the internet to take on any new identity. obviously, this is not only true of video games but enforced: every character that is given to a player will not, in every way, become representative of the person playing that character, but the player's skin will, inevitably, be that of someone with a specific race, gender, and sexual orientation. Not all gamers are white, straight men, and with these variables in play on the player side, some kind of identity tourism already takes place, if from an almost entirely privileged vantage point. 

Cross dressing computer.

"[the ability to define and avatar with gender, ethnicity, race, sexuality ect.] can, indeed [is] required to, project a version of the self which is inherently theatrical." (2). This quote is wrapped up in avatar theory and how it relates to the concept of drag, as a theatrical performance. There are signifiers, in this sense, that use the anonymity of online game play to assert that everyone is constantly 'passing' for something in cyberspace because no one can verify that they are what they claim to be, even if they truly resemble their character in real life. These performances, Nakamura claims, can be seen as aggressive and invasive when performed by a marginalized group (ie: non-white-straight-males): "Players who elect to describe themselves in racial terms, as Asian, African American, Latino, or other members of oppressed and marginalized minorities are often seen as engaging in a form of hostile performances, since they introduce what many consider a real life "divisive issue"." (2)

 In such a realm of fantasy, most gamers, who often enjoy the privilege in real life to not have to deal with these issues, do not wish to be burdened with such distinctions. Nakamura points to in-game examples of players victim-blaming: there are people (now defined as internet trolls - Hi guys!) That believe people who choose to define themselves by race ((or, more often in the case of video-game discussion as feminists)) who 'deserve' the hate-speech they receive because they have put themselves out there instead of conforming to the identity of the assumed "national sense of self which is defined as white [straight, and male]" (2). Take this example used by Nakamura: 

"[quoted from a player named 'Nougat']: Seems to me, if you include your race in your description, you are making yourself the sacrificial lamb. I don't include 'Caucasian' in my description, simply because I think it is unnecessary" (6). Let's be real here for a minute: you don't need to include Caucasian in a description of yourself because Caucasian is the assumed identity of the "national self" thanks to the Western World view. What is even more heinous in this statement is how it supports a notion of victim blaming that is archaic! How one self identifies is inexorably linked to ways in which their person-hood defines their world, and race, like gender, is an immense part of that! This leads to another predicament: When Nakamura addresses the lack of option regarding race in online gaming, she fails to address how being forced to choose a gender can also negatively impact game-play: often times in gaming events such as Xbox Live women are forced to stay silent because harassment is rampant when they speak: a game where players offended each others ability based on game play becomes all about gender and how their gender identity makes them a worse player. The things you cannot hide are just as problematic, if in a different way,  as the things you are forced to.

Nakamura brings up the national self identity because, in many senses, it is true: unless otherwise spoken, the general sense of omniscient self is assumed to be the white man because this is where the consumer base of all things to be; all this despite these census figures which show that the actual split between male and female gamers is 60m/40f (players), not 85m/15f (available playable characters) as is actually available for play (based on The virtual census figures located on page 824 here).

Identity Tourism:
This is probably the most important idea expounded upon in this article, as pertaining to my thesis: It involves the process of putting on another mask, in this case a racial identity mask, in order to gain the benefits of a marginalized point of view without the fallout of having to deal with the repercussions that come with having no way out of that identity. This, in and of itself, is not a bad thing - in fact, if used well, this system of identity tourism allows anyone to experience life from another point of view as well as forcing you to question how you treat others who have a differing self identity than your real life one. The problem with identity tourism comes only in that most representations allow for the spread of harmful stereotypes which hold basis in a white male society. Nakamura uses the appropriation of an Asian identity online as an example: 

"The choice to enact oneself as a samurai warrior in LambdaMOO constitutes a form of identity tourism which allows a player to appropriate an Asian racial identity without any of the risks associated with being a racial minority in real life. While this might seem to offer a promising venue for non-Asian characters to see through the eyes of an Other by performing themselves as Asian through on-line textual interaction, the fact that personae chosen are overwhelmingly Asian stereotypes blocks this possibility by reinforcing these stereotypes" (3).

While this concept can be transferred over to gender appropriation, there are some key differences, the first harking back to the concept of The Final Girl from my last post. It seems that, whether a secondary character or a playable character, the only two options of female characters either have their femininity and often sexuality stripped away from them, as is the case for Lightening (FFXIII), Lara Croft (Tomb Raider), and Ellie (The Last of Us) -- or to become hyperbolized examples of femininity that are used for satire or voyueritic pleasure, as is the case for Juliette (Lollipop Chainsaw), Aeris (FFVII), and Princess Peach (Mario). Finding characters that straddle the border, who are allowed to both be somewhat feminine but also fight with "masculine" proficiency, without being hyper sexualized, is rare. In addition, the repercussions for these female characters who choose to dress provocatively is rarely ever noted, with exceptions in games like Beyond: Two Souls, where, in one of the earliest sequences Jodie, who is wearing a rather dashing dress, gets talked about in the background noise, with her body and purpose for being there in question. She even gets solicited by the sheik hosting the event (an event that may or may not happen but is not required), showing a rare and often overlooked-in-games issue of the "catcall".  

Seriously, it was the first and only time I was excited to get hit on by a creepy old man. #RealismInGames


"The idea of a non-stereotyped Asian male identity is so seldom enacted in LambdaMOO that its absence can only be read as a symptom of a suppression"(3)

New Issues relating to my topic:

Although this paper addresses the appeal of identity tourism, it fails to address how and why, if identity tourism is such a unique, exotic experience, most developers choose to under-represent the "Other" in games. The article assumes that the other is something which most people would wish to experience, and in some ways, this suggests that there is a viable way to identify with the Other because of the human essence all Other's share. "This second world, like carnival, possess constantly fluctuating boundaries, frontiers and dividing lines which separate it from both the realm of the "real" and its corollary, the world of the physical body which gets projected, manipulated and performed via ... interaction." (5).

Do not turn off the power while your progress is saving.
LEX saved the Game