Lynda Lin's article Video Games the Bad Guys Come In All Shades of Stereotypes, she gives two perspectives regarding race representation or misrepresentation in games. One perspective came from a college student doing that perform a study and wrote his thesis on this subject. Robert Parungo feels there is a stereotypical representation of Asians in video games, specifically Kung Fu, Shadow Warrior, Warcraft 3, and Grand Theft Auto 3. Parungo feels the only roles for Asians portrayed in these games or most games are samurais, gang members, or prostitutes. As a result of this misrepresentation stereotypes are being reiterated time and time again.
On the other hand some other gamers like Artie Lee or games affiliate executives such as Scott Miller believe Parungo is reading to much into the roles. They believe there is a balance in stereotypes such as Mario being an Italian plumber, or GTA 3 and the triads, or St. Rows 2 where all the races are gang members, or San Andreas.
Jaime Kuroiwa's article Why I Didn't Buy GTA: Chinatown Wars discusses why he/she didn't purchase the game. Their reasoning was not because of the stereotypical representation of Asians, and she/he is of Asian decent. The reason was because the games plot isn't any different than any other movie or game that has been distributed to this generation. The game failed to provide a newer concept or plot in gaming, then what we're traditionally exposed to.
"Game Developer Demographics Report: An Exploration of Workforce Diversity" This was a survey taken by game developers, and employees in the gaming industry. The results showed a typical developer is a white heterosexual male, thirty one years of age, non-disabled and college educated. He or She has worked in the industry just over 5yrs, is a programmer, artist or designer and agrees diversity is important for success in the gaming industry. In addition some other factors were that whites believe the industry is more diverse then non. In regards to job titles males dominate the positions of content creation roles. There are positions in operations, IT, and human resources that are equally maintained by male and female employees. The survey compared compensation throughout the industry and showed varying degrees of equalities. White males are usually paid more then non-white races due to their extent of time working in the industry, longer or prior to non-white males. Males make approximately 9k more then female colleagues. These unjust wages are not based on the extent of time in the industry, skill set, or any other matter but discrimination. Heterosexuals dominate the industry. Bisexuals, lesbians, and gays don't believe their is diversity in the industry and that is imperative to the success of the game development industry. The survey goes on to show the average game developer is 31 years old, non-disabled, and usually has a short lived career due to getting burnt out. Overall the survey doesn't show much diversity in the field of game development.
Gamasutra News:Opinion Resident Evil 5 -How Does This Make you feel, 'Partner'? by Tom Cross. Tom Cross says Capcoms portrayal of Kijuju (a west African town) in Resident Evil 5 is transparent. Capcom worked hard to emphasize flies, slaughtered animals, skulls and candles in shacks, to depict this town as being dirty, poor and dangerous. In addition it portrays the people and the culture as being violent and dangerous. He felt the plot was a reenactment of most of the movies and games that we already play or view constantly.
After reading all of these articles I do believe we do need to focus on diversifying today's gaming industry. We need a diverse group of gaming developers to focus on diversifying the games with roles, cultures, religions and ethnicity being depicted in realistic, and non-stereotypical fashions. I believe there should be a comparable amount of positively diverse roles . Out of each of the article I seen in every aspect of the game be it a player, a designer, developer, corporate employee, etc... all of these articles showed an aspect that could be diversely developed to relate and intrigue today's society. After reading each article I can see how post colonialism relates in today's gaming industry. Most developers still use the same ideology that colonized or monopolized the market from the beginning. The new games are now post colonized by the old ideas, and stereotypes and being reenacted and represented in today's games. In addition I do see the critical race theory being used in the gaming industry. I mostly see people of color or non-whites being portrayed in roles that are subservient, or stereotypical. I do feel the critical race theory is a factor . The stereotypical image of people of color is still being displayed, and supported while adding diversity to the gaming industry, whether it is negative or positive. The average non-white race is still benefiting from the message and the image that is being projected and obviously supported from the developer. The developer or production company is still receiving revenue while negatively diversifying the games. In the end the industry are still mainly representing non-white roles as being negative, and maintaining the dominant positive roles as white characters. In closing, I'll leave you with one statement that stuck with me, and I strongly agree with. "Games are emerging as the dominant form of art, expression, and culture of the 21st century. There is no doubt in our minds that the industry will benefit from a more diverse pool of talented creators" by Lynda Linn.
Wednesday, April 29, 2009
Friday, April 24, 2009
Week 4 Gender in Games
Prior to reading each article I've always felt that there has been a form of sexism or steretypes of women in games. After reading the articles I received my confirmation, and a clearer view of roles and gender in gaming. Playing With Fire: Trouble in Super Macho World, broke it down clear and concise. Gonzalo Frasca takes us into Mario Universe and breaks down the difference in gender from the beginning. He allowed me to see the sexism in the game. Mario or Luigi are always the hero in the game with a goal to save the pretty, defenseless princess from the villain. Mario and Luigi can increase size (and are more powerful when bigger), acquire weapons or fire power. They can eat mushrooms or stars and become untouchable, while ripping through the game with force and killing anything in their way, until it wears off. While these characters are doing all the work the women (princess) is waiting patiently to be captured. One these characters make it to the end and save the princess the world is safe again and the princess is so grateful that her life was saved. Frasca also introduces me to a game that I had not heard of which is Super Princess Peach. Super Princess Peach is the opposite of the games that I grew up with, being that the now hero is a woman competing to save a man (Mario or Luigi) from the notorious villain. I feel that regardless of the role change there is still the old stereotypical roles or actions that define the characters in the game. After viewing the clips on Utube and reading the article it seems as if the only reason Princess Peach is the hero in this game, is because she has the ability to be emotional, and that is what is needed to achieve the goal. The underlying theory is the rescues (Mario and Luigi) are powerful through strength and physical fitness, but this game is based on emotions. The portrayal of males in this game in comparison to society is that it's not acceptable for males to be emotional especially publicly. However since the beginning of time women have been portrayed as these emotionally unstable, defenseless, beings. This game has reversed the roles of gaming but have materialized the stereotypes of women and taken it to new heights.
In the other article I read Perils of the Princess: Gender and Genre in Video Games by Sharon Sherman, she emphasized the impact of the game creator's life. She discussed growing up in the 60's and 70's era and the influence it has on the game creators. The difference in roles of women and men back then greatly differ from today's society. Twenty, thirty years ago it was common for men to be the main provider for his family, while the wife stayed at home and took care of the kids and the home. It was common for the man to be seen as the hero or the problem solver. The man made sure there was shelter, food, clothing, and anything else that was a necessity for his family. I'm not saying this was true or an accurate account for all families but for the majority of Americans during this era. If there was a mechanical problem, plumbing issues, carpentry, logging, fishing etc.. I can go on, it was the common role and duty for a man. Out of each article I read I found that the common denominator of gender and roles in gaming was an influence of society, yesterday and today, and a combination of how the game creators view roles in society. I believe and hope that this portrayal will change with the new generation of gamers and creators because we as a people have changed our roles and positions. We are constantly evolving and redefining the structure of roles and gender. Games are pivotal in our society and definitely cultural influences on our literature, jobs, children, decision making skills, etc.. We definitely need to analyze and restructure the gender and roles in gaming.
In the other article I read Perils of the Princess: Gender and Genre in Video Games by Sharon Sherman, she emphasized the impact of the game creator's life. She discussed growing up in the 60's and 70's era and the influence it has on the game creators. The difference in roles of women and men back then greatly differ from today's society. Twenty, thirty years ago it was common for men to be the main provider for his family, while the wife stayed at home and took care of the kids and the home. It was common for the man to be seen as the hero or the problem solver. The man made sure there was shelter, food, clothing, and anything else that was a necessity for his family. I'm not saying this was true or an accurate account for all families but for the majority of Americans during this era. If there was a mechanical problem, plumbing issues, carpentry, logging, fishing etc.. I can go on, it was the common role and duty for a man. Out of each article I read I found that the common denominator of gender and roles in gaming was an influence of society, yesterday and today, and a combination of how the game creators view roles in society. I believe and hope that this portrayal will change with the new generation of gamers and creators because we as a people have changed our roles and positions. We are constantly evolving and redefining the structure of roles and gender. Games are pivotal in our society and definitely cultural influences on our literature, jobs, children, decision making skills, etc.. We definitely need to analyze and restructure the gender and roles in gaming.
Thursday, April 16, 2009
Gaming Generation and their impact on the world
I was only able to read one of the articles linked on the blackboard which was Got Game. The other article, Computer Games was posted upside down after the first few pages so I couldn't continue on. As a result I will only be discussing Got Game for the first portion of this blog. The article made a lot of relevant points in how today’s "Gaming Generation" is much more technically advanced and competitive in every aspect of their life. The article stressed many factors that can, and may possibly be attributed to this generation's mode of thinking, impact on society, relationships, and the structure of their life. The article states that games are the central factor for this generation’s production in life. I don't feel that is entirely true, however I do feel that an individual that is exposed to games routinely may have a different approach at how they apply themselves in life. I don't feel that gaming is the key or central factor to this, but yet their own experiences, peers, culture, and knowledge, are the central factors to each individuals strategic approach or dedication and application in life. There is big difference in the baby boomers generation and the gaming generation because of the constant and ever changing technicalogical advances in gaming, and how they relate to our modernized computerized culture. Most of the baby boomer culture is set in their ways, un-motivated, have very little knowledge or don't have access to games or computers that would give them the advantages that the gaming generation has over them. From playing games myself and growing up with an Atari, Nintendo, Super Nintendo, Sega Dreamcast, Playstation, Playstation 2, Xbox, Xbox 360, as well as watching my husband and children play I do believe that gaming has its advantages. Gaming has given our generation the ability to step outside of your world just as literature does, and see the world through another character’s eyes, or be someone else for the moment and get lost in time. Games have given our generation the motivation to become competitive, seek leadership roles, process life as puzzles and see structure in various ways, based upon skills learned and applied through daily gaming interactions. Games have taught us patience, repetition, management, skilled hand eye coordination, computer literacy (if playing online) socialization, organization, math skills, and reading. I can continue on and break it down microscopically. Basically I do agree with the article that the gaming generation has a lot to offer this world and their employers. We as a nation or world are not yet as perceptive to this concept and don't recognize the advantages this has on our society and our world. This generation will bring about an evolution in gaming and its application to our society and the structure of life. Gaming is literature and is shaping a new generation and reaching all cultures and aspects of life. There is a story in each and every game, whether it plays a major role in the forefront or is just implied through the theme or mission of the game.The other article I read was on gamestudyjournal.com Living a Virtual Life: Social Dynamics of Online Gaming by Castulus Kolo & Timo Baur, it discussed the social impact of online gaming. From a personal perspective I can relate to the article because my family spends 85% - 90% of their time on Xbox Live. The impacts that I’ve seen are that they do develop a social network and enhance their online social skills. Online gaming allows them to become whoever they want, create a specific character, name and profile whether it's a true replica of themselves or not. Online gaming benefits these players by enhanced competitive skills, live interactions, international contacts and networking, self esteem, and self efficacy. Some of these skills can be applied to daily non-virtual interactions. These benefits can help these individuals to be successful in ever day life, set higher goals and standards for themselves, and have better opportunities in life. On the other hand these skills can also be seen as an enabler and limit them from various opportunities or advances in life, but I that is a whole different blog.
Thursday, April 9, 2009
Synthesis of Articles
Synthesis of Articles
The two articles Narrative, Interactive, Fun and Games and Interactive Fiction breaks down the concepts of gaming and the relation to literature. Both articles discussed narratives being used in many forms of gaming. Narratives can be written and used as a story, a theme throughout a game, a tutorial explaining the concept or through interactive modes on games such as Diner Dash or Wedding Dash. The narrative aspect of gaming described in Interactive Fiction relates more to playing and the stoy being narrated by the rules and directions given from the game. On both articles these two concepts relate and intertwine with each other as well as the next concept, which is Interactivity. The process described in I. F. relates again to playing the game, solving the puzzle, achieving the goal and having physical interactions with the game. In N.I.F.G the interactive concept is broader and it's based on the cognitive, functional, explicit, cultural categories that constantly overlap with each other as well as the concept described in I.F... The next concept described was mixing and matching described in NIFG which is similar or transparent to riddles and puzzles. In each game that I've come to play or watch these concepts have always overlapped. Each game has an object, obstacles to overcome, narrative, and being interactive is imperative to the achievement of success in the game.
Both articles discuss clear concepts and how they relate to interactive literature. They both show text in all sorts whether it be the design of the game or the interactive communication between the player and the game. Both articles break down gaming and the concepts relating to literature.
The two articles Narrative, Interactive, Fun and Games and Interactive Fiction breaks down the concepts of gaming and the relation to literature. Both articles discussed narratives being used in many forms of gaming. Narratives can be written and used as a story, a theme throughout a game, a tutorial explaining the concept or through interactive modes on games such as Diner Dash or Wedding Dash. The narrative aspect of gaming described in Interactive Fiction relates more to playing and the stoy being narrated by the rules and directions given from the game. On both articles these two concepts relate and intertwine with each other as well as the next concept, which is Interactivity. The process described in I. F. relates again to playing the game, solving the puzzle, achieving the goal and having physical interactions with the game. In N.I.F.G the interactive concept is broader and it's based on the cognitive, functional, explicit, cultural categories that constantly overlap with each other as well as the concept described in I.F... The next concept described was mixing and matching described in NIFG which is similar or transparent to riddles and puzzles. In each game that I've come to play or watch these concepts have always overlapped. Each game has an object, obstacles to overcome, narrative, and being interactive is imperative to the achievement of success in the game.
Both articles discuss clear concepts and how they relate to interactive literature. They both show text in all sorts whether it be the design of the game or the interactive communication between the player and the game. Both articles break down gaming and the concepts relating to literature.
Sunday, April 5, 2009
My Thoughts on King Of Kong
King of Kong was an entertaining film that game me a little more insight into the world of competitive gaming. The film was real and went in depth with the main competitors, Steve Wiebe and Billy Mitchell. King of Kong showed the affects gaming can have on and individual such as Steve Weibe, as well as their family and friends that support them. The film also gave me a view into the life of two very different gamers. King of Kong allowed me to see the conniving tactics as well as the dedication and emotional strain involved with gaming. Billy Mitchell is a conniving competitor that will manipulate any one or any situation to make the outcome in his favor. It seemed as if he had Twin Galaxy on his side from the very beginning. Twin Galaxy should have remained unbiased and allowed Steve Wiebe’s original high score to be honored. It was unjust for representatives from Twin Galaxies, which are also friends of Billy Mitchell’s, to be the sole decider of honoring the score. They shouldn’t have been allowed to take apart his machine and base the decision on Steve interacting with their nemesis. Billy Mitchell vs. Steve Wiebe was an example of competitive gaming at its fiercest. Steve Wiebe showed me an honest side of gaming. He allowed me to see his vulnerable side and dedication to his family as well as the game. His family supported him and wanted to see him achieve his goal of high score and solving the game. Usually when you saw Steve you saw his son right by his side and his wife and daughter not far behind. Billy Mitchell on the other hand always remained arrogant and self centered. He was only filmed once with his children and his wife didn’t appear until the end of the taping. Billy conspired against Steve from the moment he was made aware of the possible new high score in Donkey Kong. He used his contacts at Twin Galaxies to dishonor Steve’s score and cheat him out of the competition. Billy showed me the true reality of competitive gaming at it’s’ worst. He has no respect for competitive gaming, and he showed that several times by setting double standards. Billy was able to submit his high scores by video tape but didn’t allow Steve’s scores to be submitted unless he played at Fun Spot. When Billy was challenged to play live competition at Fun Spot he cowardly declined. Overall I feel Steve Wiebe is the ultimate champion of Donkey Kong and Billy Mitchell’s scores should be disputed. Billy should be held to the same standards as every other competitor. He should have to compete live for high scores or have his gaming console inspected for submissions of taped scores. In addition his opinion on validity of new high scores for Donkey Kong or any other game should not be considered when making a determination for competitions.
King of Kong showed me that competitive gaming is real and in some aspects an addiction of sort. The movie showed me different types of competitors and the affects or benefits gaming can have on individual. Some gamers compete for the sport, some compete for the ego, some compete for the strategy or completion but the common denominator in all is the dedication for the game.
King of Kong showed me that competitive gaming is real and in some aspects an addiction of sort. The movie showed me different types of competitors and the affects or benefits gaming can have on individual. Some gamers compete for the sport, some compete for the ego, some compete for the strategy or completion but the common denominator in all is the dedication for the game.
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