According to Thompson, “Globalization . . . refers to the
growing interconnectedness of different parts of the world, a process which
gives rise to complex forms of interaction and interdependency” (cited in
Rantanen 2005, p. 7). Video games benefit from the “growing interconnectedness”
because of the ability for people from different countries to play each other
over the internet.
This week in our tutorial, as a response to part one of 'Damsel in Distress: Tropes vs. Women in Video Games' by Anita Sarkeesian we drafted the concept for a video
game that subverted the 'damsel in distress' trope. Our action-adventure game
is titled Indiana, about a girl
rising to the challenge of rescuing herself in a Wild West setting. Because the
whole point was to be subversive, we decided to give the main character,
Indiana, a gender-neutral name and have her kidnapped in the first scene by an
outlaw (making it seem like every other video game).
Her male counterpart sets out on a stereotypical quest in
order to save her, but instead the game flashes back to an appropriately
dressed Indiana (in order to subvert the ‘female as prize to be won’ trope), who
frees herself and embarks on a quest of her own.
Raessens (2010, p. 379) says that “interactivity . . . can be defined as the
possibility for the player to take up the role of narrator and influence the
course of events and actions, possibly as a character in the plot.” Indiana as a game promotes interactivity
by allowing gamers as the character Indiana to a large extent create their own
adventure.
Raessens (2010, p. 381) also describes reconfiguration as being able to “control
the transformation of a body of information to meets its needs and interests.”
Indiana meets the needs and interests
of a wide audience, having the violence and action for guys, while a female
protagonist will attract more girls to the game.
Her cowboy comes back at the end to rescue her, but finds
that she’s already escaped. Both of them then fight the evil outlaw because
Indiana has stolen his gold (the object of the cowboy’s quest).
The game will be compatible with an Xbox and PS3 platform,
with a realistic render art style, similar to that of Read Dead Redemption, as pictured below.
References:
Image 1: Reith, G 2010, ‘Gaming Bolt’, retrieved 11 September 2013, <http://gamingbolt.com/red-dead-redemption-reviewed>.
Rantanen, T 2005, ‘Theorizing Media and
Globalization’, The Media and Globalization, Sage, London, pp.
1-18.
Raessens, J 2005, ‘Computer games as participatory media
culture’, Handbook of Computer Game
Studies, MIT Press, Cambridge, pp. 373-388.
Sarkeesian, A 2013, 'YouTube', retrieved 11 September 2013, <https://www.youtube.com/watch?v=toa_vH6xGqs>.
Rockstar Games 2013, 'Red Dead Redemption', retrieved 11 September 2013, <http://www.rockstargames.com/reddeadredemption/>.
Sarkeesian, A 2013, 'YouTube', retrieved 11 September 2013, <https://www.youtube.com/watch?v=toa_vH6xGqs>.
Rockstar Games 2013, 'Red Dead Redemption', retrieved 11 September 2013, <http://www.rockstargames.com/reddeadredemption/>.

Hi Lil!
ReplyDeleteYour use of scholarly material to constantly back up your statements provides a flawless ability to conduct strong arguments without rebuttal. The video game you have invented sounds fascinating, I would enjoy seeing how male gamers respond to the game, if it was released. Your discussion surrounding the invention of a gender role swapped video game was interesting, however I would have loved hearing your own opinions on gender stereotypes in video games, do they even exist? If so how do they impact your life, do they have any impact at all?
A really intriguing post!
Thanks!