Thursday, April 10, 2014

Discussing feminism in video games


Learning about Lynn hershman leeson and her Roberta Breitmore piece reminded me of Angela Washko’s work. She is currently an MFA student at UCSD, and her art primarily focuses on the debate of feminism in unconventional spaces or places they do not exist. Similar to Leeson, Washko explores the idea of feminism and identity through performance art and role-playing. However, she takes on a virtual and anonymous identity in the cyber world, the World of Warcraft. In this cyber space, she instigates discussion about feminism and gender roles, both in regards to the video game and the real world. I find her work extremely interesting for she instigates discussions in spaces that are not meant for such activity. As a character in the game, she would approach another player and ask for his or her definition on feminism, and a more complex discussion may follow. In a male dominated community, she often received sexist responses. However, she also gathered interesting outlooks and perspectives from female players in the game because they are often “shit talked.” In a way, she is raising awareness in regards to gender sensitivity in video games. I believe that one reason that she chose to perform and study feminism in such a space is because of the anonymity aspect we discussed in feminism 101. Woman may feel more comfortable in discussing the issue as an anon.
You can find out more about her work at http://angelawashko.com/home.html

3 comments:

  1. This is a terrific subject to raise. We'll be reading the work of feminist game designers later in the class, and FemTechNet videos also feature feminist scholars who study video game "trash talk," such as Lisa Nakamura, as well.

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  2. This is actually a really interesting point and it brings me back to a discussion we had in a COMM Class last Quarter criticizing the gender dynamics prevalent in a large majority of the video games kids are playing. In the classic video games that we have all grown up around, Super Mario Brother especially, we engage in the similar narrative of masculine figures rescuing the docile female with no agency to save herself. In Super Mario World, Princess Peach is constructed to reflect idealized notions of beauty in physical form with her bright pink gown, soft face, and long blonde hair. These physical characteristics are then used to identify her as the weak, while the two dominant male figures in the series (Mario and Luigi) race through time to rescue the helpless damsel in distress. I think it would be a very interesting critical design intervention to redesign the way that these games present gender hierarchies to children. How interesting would it be if Mario is the one who gets trapped in the castle and Princess Peach takes the initiative to save him? Or, perhaps create multiple gaming scenarios that allow children to decide whether they want to play as Peach saving Mario or the original version of Mario saving Peach.

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  3. Fabulous discussion of Angela Washko's work, which I love. I think the point that Washko is working with the idea of anonymity is right on target. Philip, it would be interesting to see Mario trapped and Princess Peach saving him. Do I sense a comic in the making (hint)?

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