In addition to watching television shows, I also enjoy
playing copious amounts of video games. For this blog post, I’ll take a
momentary detour from my usual topic and focus on video games.
Since it first came out, I’ve put in a shocking amount of
hours into Fallout 3, and to a lesser
extent, its successor Fallout: New Vegas.
I’ve spent thousands of hours roaming the post-apocalyptic landscapes of
Washington D.C. and the Mojave Desert. Both games allow for the player to
create their own character, selecting their gender, race, physical appearance
and, in New Vegas, their age. This
lets the player enjoy the experience of the game as whatever kind of character
they wish.
(Source: Bethblog)
However, a game does not automatically have excellent
representation just because the player can create their own avatar. In fact,
once the gaming community can get involved with the creation of new content
thanks to ‘mods’, representation can severely deteriorate.
Some of the first mods to come out for these games were various
nude mods, sex mods, and various underwear mods. Unfortunately, the majority of
the images used to promote and show off such mods were through the use of
female characters.
I have an oppositional reading to the one being presented by
the modders (Hall 1973, p. 60, Raessens 2005, p. 375). While they see the game
as a chance to express their fantasies in a virtual world, their exploitative
nature of the female characters is in contrast to that of my own values.
The original games themselves, without the modded content,
are not excusable either. There are many female characters that act as
prostitutes and sex slaves, whilst there are far less male characters in the
same circumstance, suggesting that perhaps women are less capable of surviving on
their own in a lawless wasteland.
(Source: Rock, Paper, Shotgun)
What’s intriguing though is that the modders instantly went
to bring more adult content into the game once it was released. Does this
reflect society more aptly perhaps? That given some form of anonymity, those in
the gaming community seek to marginalise females?
Ultimately it’s a complex issue that is constantly discussed,
too much for a single blog post, but it’s definitely a conversation we should
be having.
Sources:
Hall, S 1973, Encoding and Decoding in
the Television Discourse, Birmingham, pp. 507-17
Raessens, J 2005, ‘Computer games as participatory media
culture’, Handbook of Computer Game
Studies, MIT Press, Cambridge, Mass, pp. 373-388
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