Professional Documents
Culture Documents
Representation of Women in Video Games
Representation of Women in Video Games
in Video Games
Ash Kapriyelov
Liverpool John Moores University
Liverpool Screen School
BA Media Production 20/04/2015
Dissertation 6001MEDIA
Content
Introduction ________________________________________________________________________________ 2
Audience Demographics ______________________________________________________________________ 4
Demographics of developers ___________________________________________________________________ 9
Identity ___________________________________________________________________________________ 13
Gender Representation and its effect on the audience. _____________________________________________ 16
Female Characters in Video Games ____________________________________________________________ 20
Conclusion ________________________________________________________________________________ 30
References ________________________________________________________________________________ 32
02 Introduction
Introduction
Video games are one of the youngest yet one of the most popular entertainment mediums. The
industry has progressed substantially since its inception in the 1940s when the first video game
released. As with every medium, digital games are constantly evolving. The narrative,
gameplay, visuals and even the way the audience interacts with the game are constantly
changing. In the past two years Sony, Microsoft, Samsung and others are focusing on Virtual
Reality headsets for console, desktop and mobile gamers. The revenue of the International
video game industry is estimated to be over 81.5 billion U.S. dollars in 2014 (Warman. 2014).
However, there is still a large demand for casual games, which are mainly oriented at the older
audiences of all ages as they can be played on the go. “The internet and mobile devices have
changed the gaming landscape forever, they’ve brought down the barriers to entry, making
gaming far more accessible and opened it up to a whole new audience” said Steve Chester,
Director of Data and Industry Programmes at the Internet Advertising Bureau. The Statistics
Portal (2015) estimated that the Global mobile game revenue reached 10.58 billion U.S. dollars
in 2014, up from 9.34 billion in 2012. The source forecasts, that the revenue will grow up to
In my research, I am interested in finding how women are represented in video games. How
this representation has changed through time and, if so, has that representation changed in a
positive way. In order to analyse the representation I will be exploring the ways that games are
marketed, demographics of the audience and developers, characters and identity issues.
I will be using both modern and ‘classical’ video games for case studies and will analyse
expectations I will explore the social issues and abuse that female gamers face online. In
addition, I will be exploring the advertising techniques that developers use when they market
their games and investigate what audience they try to reach with their message.
04 Audience Demographics
Audience Demographics
In the early 1980s there was a massive drop in the video game industry in North America. This
downturn saw many video game companies filing for bankruptcy. One of the factors was that
by 1981-1983 there were many poor quality releases. At the peak of the crisis, Nintendo
extensive audience research through hosting tournaments and communicating with its
customers through their own Nintendo Power magazine. Nintendo concluded that boys play
more games than girls do. This conclusion pushed Nintendo towards a new marketing strategy
wherein they targeted their adverts on young boys. Atari followed this approach with a few
adverts featuring a man whose sex appeal improves after he upgrades his Jaguar Console
evidenced by progressively more attractive women following him with each upgrade (Hess,
2013). By the early 90s, Atari, Nintendo and Sega made it clear that producing and market
video games for women would jeopardise their real market – men (Kennedy, 2002). Indeed, in
the mid-80s computer companies were targeting men with their marketing. NPR suggests that
this could also be because there was a significant drop in the number of women studying
computer science in 1984 (Henn, 2014). In the 1990s, researcher Jane Margolis concluded
that families were much more likely to buy computers for boys than for girls, regardless of
Computer Space, the arcade machine that is generally labelled as the world's first coin-
operated video game machine, had a printed advert featuring a woman standing next to the
machine. She wore a see-through dress with her underwear visible underneath. Such
marketing strategies to use women's image and representation to target the male audience
was soon accepted as a norm in the industry. "In these promotional materials advertisers are
05 Audience Demographics
not just selling a product, they're also selling "gaming" as a lifestyle in which women
In a 1998 PlayStation advert, a cast of popular game characters ambush their target customer
“Brad” in the cinema. They force him to choose between playing games, which they label as a
“masculine” thing to do, or being “totally whipped” by his girlfriend. He has to choose between
“a bazooka” and “watching a chick flick”. It culminates with Brad locking himself in a room with
Lara Croft and a PlayStation while his girlfriend is banging on the door. Sony was praised for
promoting a female-led game (Tomb Raider) on their console but it was clear that by the late
90s the main target for their marketing was men. In the 1998 original advert for the Legend of
Zelda: Ocarina of Time the game play footage is shown accompanied by the text "And in the
end willst thou get the girl? Or play like one?” implying that even if women do play video games
– they are very bad at it. Computers, gadgets and video games were stereotypically labelled as
“masculine” pursuits and adverts for them were heavily targeted at men. "Marketing is insights-
based," says Amy Cotteleer (2013) - president of A Squared Marketing Group. "People land on
The demographics today have changed significantly. According to the Entertainment Software
Association (ESA), there is an equal share of males and females who frequently purchase
video games in 2014 in the US. That said only 48% of US women consider themselves as
game players. Women aged 18 and over represent a much greater portion of gamers than men
Bureau (2015) reveals that 52% of video game players in the UK are in fact women. The
further study by the Internet Advertising Bureau revealed that 33% of women prefer
06 Audience Demographics
Trivia/Word/puzzle games; but the stereotype, that women are solely interested in casual
mobile games, is brought to bear by further data: 47% of female gamers played a disc-based
game in the past six months and 68% had played an online game in the same period of time.
Regardless of the fact that women make up a huge portion of the audience, some video games
remain labelled as a “men only” environment. Female game players can face much abuse
during online gaming, particularly during combat-based competitive games like Call of Duty.
The amount of abuse the gamers receive solely because of their gender is so huge that it
pushed a few women to found a website where they post examples of harassment from all
games - mostly pictures of in-game messages that women receive from other gamers - Fat,
Ugly or Slutty. In February 2012 during Cross Assault (gaming competition) a male player Aris
Bakhtanians made offensive remarks regarding a fellow player Miranda Pakozdi. This was a
face-to-face competition and it was broadcast online via Internet video streaming. During the
broadcast Bakhtanians was making comments regarding Pakozdi's bra size, her body parts
and even sniffed her. He also added, "sexual harassment is part of the [gaming] culture". The
video stream caused a massive debate online. Bakhtanians apologised later on, but some
people were urging him not to apologise - "As a female you can't get upset if something is said
that is obscene if you're hanging out in a room full of guys" said Jonathan Quamina, another
gamer.
The demographics have changed but the idea that video games are a solely “male
environment” seems to live on. The marketing also changed and TV adverts are far less
woman peeks into a key hole and becomes scared from the gameplay, screaming at the top of
her voice.
hire female models to promote their games. E3 has a special “babe booth” where gamers can
take a picture with models. Recently E3 was revising whether to remove booths all together,
which sparked a debate within the gaming community, where gamers (men mostly) complained
that “babe booths” are an important part of the expo. Entertainment expos feature many
cosplayers – people who dress up as their favourite game/film characters, both male and
female. There are booths where cosplayers (if they want to) can go and pose for press. While
cosplayers clearly are a reasonable part of such event, “babes” are purely there as male “eye
There could be another explanation why so-called "hard-core" games are not marketed toward
women. Nakamura and Wirman’s (2005) research suggests that women, contrary to men, do
not like violence in video games. Violent themes and motifs do not appeal to women
(Goldstein, 1994); they prefer nonviolent narratives and gameplay (Nikken, 2000; Gailey, 1993;
Provenzo, 1991). Furthermore, Nakamura and Wirman concluded that women love co-
operative games. They like to work together with other characters (controlled by other people
or bots) in order to beat the game. It is also suggested that females have tendencies to care for
Women also prefer realistic settings with realistic characters and a much more calm and
peaceful pace than men (Subrahmanyam and Greenfield, 1999). Games like The Sims and
Little Big Planet seem to be in favour of this theory. Sharon Knight, vice president of Electronic
Arts in her interview with Gamespot in 2002 says that The Sims "has a 65 percent female
08 Audience Demographics
audience". She speculates, "I think it was at the brink of the whole 'who do you want to be?'
trend. You can make an avatar that you play as yourself". The game space that focuses on the
player's identity and communication aspect appeal to female audiences (Jenkins, 2006). A
slower pace, community construction, socialisation, non-violent environment and creative ability
makes Little Big Planet conform to Wirman and Nikamura's theory and explains the popularity
of the game amongst women. Though Eric Fong, associate producer for Media Molecule
(developer of the Little Big Planet series) says that their "target audience is everyone" (Dutka,
2008).
Research of Yasmin Kafai (2010) has shown that female gamers want to play games with
female protagonists as it is much easier to identify with the avatar of one’s own sex. It is
proposed that in order for women to be more interested in video games - the games need
much stronger and bolder female protagonists. Women are also often disturbed by
If most women do prefer slow-paced and peaceful games then it would make sense why, for
example, Rockstar does not market their Grand Theft Auto games to women. However, this
leaves out a large portion of women who do play “hard-core” games. Perhaps if Rockstar would
finally have a female protagonist in their Grand Theft Auto game series, there would be much
more hard-core gamers who are women. Tomb Raider is marketed to men but it has a huge
Demographics of developers
In the early days of computer game development, there were only a few female game
developers but interestingly the games were far less targeted at male audience.
Roberta Williams and her husband Ken founded Sierra Entertainment in the early 1980s.
Originally known as On-Line Systems, Sierra would later be recognised for its captivating
graphic adventure-quest games Leisure Suit Larry, King's Quest, The Space Quest and many
others.
While the studio, just like other video-game developing outlets, was mostly dominated by male
staff, Roberta was titled as the Queen of Sierra as she was designing "King's Quest" - the
company's most successful title at the time. GameSpot ranked her as number ten in its list of
"the most influential people in computer gaming of all time" for her innovative approach to
graphic adventures and for being "especially proactive in creating games from a woman's point
of view" (Lien, 2013) . That being said, a "woman's point of view" is perhaps not that different to
a "male point of view". Lori Cole was another female developer at Sierra at the time. It was her
opinion that gender had very little to do with gaming at that stage. "Those games weren't
exactly female-targeted, but it was guys who were making them, and they were trying to make
what they could with this technology... so I don't think it was a case of the games being
Nevertheless, Sierra had a huge female audience. Cole remembers that when Sierra released
a King's Quest with a female protagonist, the whole team were laughing at a letter they
received from "this guy who was calling Roberta [Williams] a feminist for wanting to have a
female as a main character". Cole says that the company had a few games with women as
In 1982, Carol Shaw designed and programmed River Raid. She was the first female game
designer Atari hired in the early 80s. As a woman with a degree in computer science, Shaw
never considered that her gender would affect her ability to get a job in the video game. She
also never felt that video games were biased toward one gender. "We didn't discuss gender or
age. We just did games we thought would be fun". Atari has released many games that were
not gender biased. Shaw says that the only time the subject of gender in games came up was
when the future president and CEO of Atari Ray Kassar said, "Gee, now that Atari has a female
game designer, she can do interior decorating and cosmetic colour-matching games!”
In 1995 Lara Croft was created by Toby Gard, a male designer at Core Design, a company
with predominantly male staff. The game was marketed toward men but there were more
women involved in making the game than just voice actresses. Heather Gibson, level editor,
created the iconic Croft Manor and the majority of levels in the first and second instalments of
Tomb Raider. The final female member of the production team was Vicky Arnold; a scriptwriter
for the first three Tomb Raider instalments. Notably Tomb Raider and Tomb Raider II are
The new Tomb Raider games feature Rihanna Pratchett as a scriptwriter. She is known for her
strong feminist position. On the increasingly sexualised portrayal of Lara Croft, she said "It
made me feel that these were games aimed squarely at guys, and therefore weren't
necessarily for me. In the past developers have definitely forgotten about the brains bit [when
dealing with female game characters], mainly because that is an aspect of a character that
cannot be depicted visually, it has to be done through smart dialogue and appropriate action.
There’s absolutely nothing wrong with a female character being attractive, even sexy, it’s just
when it’s done in a purely 'tits out for the lads' way that it becomes rather embarrassing."
11 Demographics of developers
Pratchett wanted to portray Lara as lesbian in the latest game but the studio (Crystal
Dynamics) vetoed this decision. During the 2013 BAFTA Games presentation of Tomb Raider,
Pratchett stated that “The industry isn’t ready for this yet”. Edge magazine put Rihanna
The male dominance of video game development is still in evidence today but trends do
indicate a move towards a more gender-balanced industry. The early 2000s saw an increase in
the proportion of female developers to 11%. This change has continued to today where the
Females who are involved in the video games industry can also face abuse and threats. In
early 2013 Zoe Quinn, an indie game developer, published her free game called Depression
Quest. The game received positive reviews from critics but some gamers disliked the fact that
the game received an apparently unjustified amount of attention. Zoe Quinn started receiving
hate emails and harassment. This escalated in 2014 when her ex-boyfriend posted a blog post,
accusing her of cheating on him with a journalist Nathan Grayson. The blog post provoked
further backslash as the gamers now believed that her game received a rave review simply
because of that affair despite ample evidence to the contrary (Parkin, 2014). Zoe Quinn and
In August 2014 Anita Sarkeesian released a series of episodic videos Tropes vs. Women in
Video Games that focus on stereotypical female representation. Sarkeesian received death
and rape threats and the attackers leaked her home address. She had to cancel her speech at
Utah State University after the institution received threats. Sarkeesian and her family still faces
Similar to Sarkeesian and Quinn a community manager for Crystal Dynamics, Meagan Marie,
faced the same abuse recently. She stated on her Facebook that the abuser knows her home
address and she had to stay at her friends for a few days, as she was scared for her life. She
Identity
Video games often contain operators through which players interact with the game world.
These can range from abstract shapes to fully-fledged characters with whom players are often
asked to identify. The interactive component of video games puts them in a different position in
terms of representation in the entertainment media. The medium has a near-unlimited pool of
identities from which it can form its characters; people that can represent a variety of options
regarding race, gender, lifestyle, clothes, personality and more. Diversity of representation
Thaddeus Griebel's research (2006) on the audience for The Sims 2 suggests that 27 of 30
participants identified themselves with one of the Sims that they control. For these 27
participants the gender of the self-identifying Sim was the same as their own gender.
Some may argue that making gender-based differences for character may be a good idea for
video games as in the following quote: “When the sex of the game character has impact on
potential gaming tactics and situations, the gaming experience becomes more diversified and
While most hard-core games with a single player campaign follow the story of one character,
often leading to a series of games and essentially making that protagonist an icon; some
games like The Elder Scrolls series (Bethesda, 1994-2014) and Dragon Age series (Bioware,
2009-2014) let the gamer create their own avatar of any gender. Bioware even allows romantic
relations to be established with non-playable characters regardless of their and the player's
avatar's gender. This provoked some controversy when in 2011 a "straight gamer" raised a
14 Identity
complaint stating that Bioware must respect "their main demographic: The Straight Male
Gamer", additionally adding that "there isn’t a significant number of women who play Dragon
Age and that Bioware should forgo the option of playing as a woman altogether, but there
should have been much more focus on making sure us male gamers were happy". David
Gaider, one of the developers at Bioware released a public statement that "The romances in
the game are not for “the straight male gamer”. They are for everyone. We have a lot of fans,
many of whom are neither straight nor male, and they deserve no less attention" and that "The
majority has no inherent “right” to get more options than anyone else". He concluded "The very
best we can do is give everyone a little bit of choice, and that’s what we tried here. And the
person who says that the only way to please them is to restrict options for others is, if you ask
me, the one who deserves it least". In their latest instalment, Dragon Age Inquisition, the same
sex relations and female avatars remained present. In 2014 Cameron Lee, a producer at
Bioware, said at Gamescom "more RPGs (Role Play Games) should allow you to play with any
race, gender and sexuality you choose". Bioware also added options for female avatars and
same sex relations to all of its major RPGs such as the Star Wars and Mass Effect series
(Garratt, 2014).
Regardless of the fact that some games let the player create an avatar similar to themselves,
many gamers prefer to create an avatar that often has nothing to do with their own appearance
or even gender. Sherry Turkle (1997) from the Massachusetts Institute of Technology
investigated gender swapping in Multi-player games. During her research she concluded that
often men choose female avatars as female characters are "besieged with attention, sexual
advances, and unrequested offers of assistance", essentially implying that there is a proportion
of gamers that assume that women are incapable of solving tasks by themselves. Turkle
reported that "men playing women in role playing games have remarked that other male
15 Identity
players (male characters) sometimes expect sexual favours in return for assistance." Turkle
theorises that such behaviour is similar to paying for dinner in a restaurant except that it is
being "used to purchase rather than win a woman's regard". Through occurrences like these
games become an interesting platform to understand the social representation of gender and
sexual harassment. Research by Jesse Fox concludes that playing as a sexually appealing
character in an online video game can cause hostile behaviour from other players.
Video games essentially give its players an experience of how gender affects human relations.
The interactive aspect of gaming lets the player experience events from the point of view of the
Turkle interviewed gamers regarding why they would choose an avatar of opposite gender and
concluded that "through this practice they were looking through personal issues that had to do
techniques as the film and TV industries, relying on binary opposition, three act structures,
stereotypes and other techniques to achieve a preferred reading with the audience. This
usually does not include arcades/casual games that are purely made for the sake of gameplay
and tend not to have a rich narrative structure. Nevertheless, they can also rely on stereotypes.
In Streets of Rage 3 (1994) and its 2013 fan-made re-mastered Streets of Rage Remake,
Blaze Fielding is one of the playable characters. She wears a miniskirt and produces a
distinctive high-pitched female scream when she’s killed, so do the female antagonists, who
also wear miniskirts or tights with high-heeled boots. The game also has one of the first LGBT
stereotypical portrayal of a gay man and is found in a gay club accompanied by a cheesy
soundtrack. Most of the female antagonists (and Ash) fight with the protagonists by trying to
slap them.
In 1986, Nintendo released Metroid. A game in which a protagonist wore a massive space suit,
making them essentially gender-neutral. Nevertheless, as all other games at a time had male
protagonists the audience assumed that the protagonist of Metroid was male as well. Only in
the end of the game was it revealed that the protagonist was a female character. This
demonstrates that the character’s gender can have no effect on the core gameplay, particularly
for arcade games like Metroid; its effect is outside of the mechanics of the game. Such a
contemporarily controversial move from the developers was praised by the audience and in
part led to the popularity of the franchise. “For formalist and structuralist theories of narrative a
character is defined not by his or her psychological traits, physical features, social status or
Gender Representation and its effect on the
17 audience.
even gender, but by what he or she does and his or her role in the story in which they
participate” (Simons)
Countering this apparent forward-thinking decision was the choice to include a render of the
protagonist in nothing but her underwear viewable upon achieving the ‘best’ ending. This
the game mechanics (before the character’s gender is revealed) do not focus on gender role.
An extreme example of evidence that gender can potentially leave no effect on gameplay is
Ms. Pacman (1982); essentially a clone of the original Pac Man(1980) with a few changes to
distinctive bow and lipstick. Essentially the game developers just added a bow and painted
Pacman’s mouth red, thus making Ms. Pacman; a generic representation of femininity. She is
In 1994 British studio, Core Design started making an action adventure video game that would
be a modern day take on Indiana Jones borrowing heavily from Core’s previous game Rick
Dangerous (1989). The protagonist would enter tombs, find treasures, and shoot enemies and
hostile wildlife. Toby Gard, the game designer, originally planned to give the character a whip
and a hat as signature items but the general producer Jeremy Heath-Smith demanded more
originality. Gard then decided to change his protagonist to female. He wanted to challenge the
stereotypical “bimbo” representation through the character; as well as animate the character as
realistically as possible in an attempt garner audience empathy more easily. The character was
given the name Lara Croft and she would become the heroine of the Tomb Raider video game.
In 1995 the game was presented behind closed doors at ECTS. The company was very
Gender Representation and its effect on the
18 audience.
concerned with having a female character as the main protagonist as male characters and
In the video games, she was portrayed as strong, witty and independent. Regardless of this
challenging and positive representation of femininity in Tomb Raider, Lara Croft’s design was
still used to pander to a male audience with her distinctive breast size and her wearing
Of note is that Tomb Raider was a unique game in terms of representations as it is the first
game where a playable (for a few levels) male character uses the same controls, techniques
and even some animations as the main female character. If Ms Pacman copies her male
predecessor, then in Tomb Raider Kurtis Trent replicates Lara Croft. The game mechanics
remained the same throughout Tomb Raider 6 for both Kurtis and Lara. In the year 2000
Maxis released The Sims, a game where the player is allowed to create any character (male or
female), dress them and (in the later instalments) the player is left to decide how masculine or
feminine the character will be (by choosing their ‘idle’ and ‘walk’ animations and voice tone).
Originally, the developers did not like the idea of an interactive dollhouse as “doll houses are
for girls, and girls don’t play video games” (Braun, citied in Seabrook, 2006).
The Sims however further challenged gender representation by letting male Sims become
pregnant. On the other hand, male and female characters had different sets of clothes and a
female Sim could not wear a male Sim’s clothes. Which means that female representation is
only limited to the amount of clothing and hairstyle items provided by designers.
The game designers use one or a combination of the following distinctive sets to represent a
female character: attire, body shape/length, hairstyle, legs and breasts. The more of the sets
are used and the more ‘female’ like they are – the more stereotypical the character will be. The
Gender Representation and its effect on the
19 audience.
representation of a female identity largely depends on the developer’s demographics and the
distress. The damsel in distress is a classic archetype that is often used in literature, films and
video games. The damsel is usually a beautiful young woman that is being trapped, kidnaped
waits to be rescued.
One of the first uses of this plot device dates back to Ancient Greek mythology. Andromeda -
the daughter of a king, chained to a rock as a sacrifice to the god Poseidon, as her mother
offended him. She was stripped naked and was about to be eaten by Poseidon's sea monster
Cetus. Perseus, a male hero, then rescues her. In fairy-tales this motif is often replicated with
"princess and a dragon" with a “knight in shining armour” coming and slaying the dragon and
rescuing the princess. Early games featured very few of female characters. The producers,
often making women a reward, used most of those characters as “damsel in distress” plot
devices.
Donkey Kong - an arcade game produced by Nintendo in 1981 is another perfect example of
the "damsel in distress" trope. In this game, the male protagonist Mario must reach and save
Pauline (the damsel in distress) from the Donkey Kong. The designers added various items
that belong to Pauline and that the player can collect. The items vary from sunshades to
Nintendo was heavily targeting male audiences in the 80s. This game was Nintendo's key effort
In 1982, Nintendo released Popeye - an arcade game based on the famous cartoon character.
Much like the cartoon, Popeye's main objective was to save Olive Oyl. The protagonist had to
21 Female Characters in Video Games
avoid antagonists called Bluto and Sea Hag and collect various items that Olive produces,
including hearts and musical notes. Once a certain amount of items is collected, Olive is
surrounded with hearts and the player advances further to the next level. Unlike Pauline, Olive
Oyl is more active. She throws the items and walks from side to side, while the items in Donkey
Kong are already placed around the level and Pauline is static. In early versions of Donkey
Kong Pauline didn’t even have a name and was only referred to as “the Lady”.
Nintendo's 1985 Super Mario video game carried on the "damsel in distress" tradition. The
player must save his love interest Princess Peach from a dragon-like creature called Bowser.
Much like Pauline in Donkey Kong, Princess Peach is rendered useless and helpless. Princess
Peach features in fourteen Super Mario games and she is a damsel in distress in thirteen of
them. Two decades after her initial debut however, when she became a protagonist of her own
game, her representation worsened. In the Super Princess Peach, released in 2005 the player
must navigate Princess Peach through the worlds. Needless to say that Nintendo's
representation of princess was over-the-top feminine with a huge pink dress, large earrings and
a parasol. Additionally to that, Nintendo threw in a stereotypical PMS joke by giving her an
emotion meter. The player can activate one of four emotions (joy, gloom, rage, and calm) which
gives a certain ability in fight and puzzle solving. Chris Dmytrow (2011), a reviewer at
Gamefaqs.com gave this game 1/10 because it "fails almost every test there is when it comes
to being even an average game - boring, tedious, not fun at all, bad control setup, et al - let
Interestingly, in the mid-90s, Dietz conducted an analysis of 33 games for Nintendo and Sega
Genesis game-consoles. The majority of those games (70%) had a female character in them
and only in 21% of those games the female characters were portrayed in submissive,
22 Female Characters in Video Games
stereotypical roles, particularly as "damsels in distress". In addition, less than a quarter of the
female characters were playable. The research noted only a small number of female
protagonists (15%), whilst other females remained in their stereotypical role of kidnapped
women, helplessly waiting to be rescued by a male protagonists. Dietz observed that the
majority of sampled games had "masculine" themes such as war, action and violence.
In 1999, Rare started developing their next title called Dinosaur Planet, featuring two
protagonists, one male, Sabre, and one female, Krystal. Krystal was Sabre's adopted sister.
Krystal was represented as a strong female character that wielded a staff to fight monsters.
The player could swap between the characters at any time. The game was supposed to be
published by Nintendo in 2000, but just before the game was released, Nintendo's game
designer Shigeru Miyamoto, who created Donkey Kong and Super Mario, suggested that the
game should become the next instalment of Nintendo's Starfox Adventures series. Dinosaur
Planet was then scrapped, the original script was re-written and the game was redesigned and
released as The Starfox Adventures in 2002. Krystal's role as the protagonist was changed to a
damsel in distress. Krystal was trapped inside the "crystal" and the protagonist, Fox McCloud,
using the same staff that Krystal wielded in Dinosaur Planet, must save his love interest.
Krystal's outfit also changed to overtly sexualised and revealing. When the protagonist first
sees Krystal trapped, saxophone music is played to further stress that she is his love interest,
even though he has just seen her for the first time in his life. "The subset of largely insignificant
edgy, gritty or racy flavouring into game worlds. These sexually objectified female bodies are
designed to function as environmental texture while titillating presumed straight male players"
(Sarkeesian, 2014).
23 Female Characters in Video Games
However, a damsel in distress is not necessarily what the female character is but rather is the
state that the character turns into (Sarkeesian, 2014). For example, Sega’s 1995 beat ‘em up
video game Comix Zone features Sketch Turner as a protagonist. Alissa Cyan who radios him
with hints and tips is helping him. In the very last level however she is imprisoned and about to
drown, thus rendered her a damsel in distress and becoming a new plot point in the game,
essentially making the final fight with Mortus (antagonist) to be for Alissa rather than to defeat
Mortus and return to real life (the protagonist is imprisoned in a comic book). If Alissa dies, it
leads to a "bad" ending where Sketch returns to real life completely devastated. If the player
saves Alissa in time the game shows a "good" ending, which implies that Sketch and Alissa are
Princess Zelda is normally a damsel in distress in the Zelda game series and is always
kidnapped or cursed. The male protagonist Link then goes on a quest to save her. In the 1998
game Ocarina of time, she takes a sidekick role of Sheik as she is disguised in male clothes.
She is then not captured for most of the game until she reveals her real identity. The game's
plot then changes to "save the damsel" mode. In 2003's Zelda instalment Wind Waker she also
accompanies Link disguised as a male, but once she reveals herself she is told, "It is far too
dangerous for you to join us in this task". Zelda then waits in the castle until she is kidnapped.
Which essentially leads to the conclusion that the damsel in distress trope is a plot device that
reduces the power of a female character and by doing so empowers the male protagonist
(Sarkeesian, 2014).
imprisoned) manage to arrange their own escape. In the 1998 Metal Gear Solid game by
Konami, Snake (protagonist) manages to escape a prison cell on his own. In Prince of Persia
24 Female Characters in Video Games
3D released in 1999 by Red Orb Entertainment the Prince escapes using his own skills. In the
2014 Ubisoft action game Assassin’s Creed Unity the main protagonist manages to escape
bastille with minor help from his male cell mate. The ability for a character to overcome the
problem and gain their own freedom gives the character a feeling of power and heroism
(Sarkeesian, 2014).
In 2001, Children Now analysed characters of seventy video games. The research found a
range of stereotypical and archetypical representations of male and female characters in all of
them. Females composed barely 16% of characters, half of which were non-playable
characters (NPC) with a large portion of them being used as the same narrative plot point as
damsel in distress. Thus demonstrating a repeating pattern aligned with the research by Dietz.
The damsel in distress trope is still used, though less often, in modern day video games as a
plot device. Rihanna Pratchett suggests that when a damsel in distress plot device is used it is
not "necessarily always just a one-dimensional character type, entirely defined by victimhood.”
In 2013’s Tomb Raider, for which she wrote the script, Lara Croft occasionally saves Sam, a
female character and her friend. Sam is not her love interest (even though Rihanna did plan to
make Lara Croft a lesbian in this game) unlike Princess Peach is for Mario, but the narrative
technique used remains the same. Sam is portrayed useless and helpless, even when during
one of the cut scenes she is finally given a weapon, thus making Lara more powerful.
This said, Tomb Raider did break the damsel in distress stereotype in 1997, when the female
protagonist is incapacitated and imprisoned in an oilrig, she manages to escape the prison
without the support of any male characters. In fact, Tomb Raider II (unlike its prequel) features
no other female characters apart of the protagonist. In Tomb Raider 3 Lara Croft deliberately
25 Female Characters in Video Games
compound.
Such NPCs become objects, to which the gamers have no emotional commitment. "When men
are depicted using female NPCs as tools or commodities, their actions are portrayed as part of
what makes them powerful, which is by extension part of what makes the player then feel
regressive belief that women’s primary role is to satisfy the desires of men" (Sarkeesian, 2014)
Such characters literally have no other meaning than being objectified by male players. If
traditional media such as films put the audience in a passive observer state, games move their
audience to an active observer position. Therefore, the poor portrayal of women in video
games brings in a deeper impression of misrepresentation than to that of the spectator in film.
Whilst some role-play games like Mass Effect let you choose between female or male avatars,
the prostitutes and strippers in games remain to be exclusively of the female gender. In Grand
Theft Auto, Hitman, Deus Ex, The Witcher and other games the prostitutes are of a foreign
decent. Their English is often poor and mixed with a distinctive accent to reinforce motifs of
sexual tourism. "Scenarios like these are part of a long racist tradition of representing women
their long lasting franchises. Mortal Kombat X (2015) developed by NetherRealm Studios and
published by Warner Bros. Interactive Entertainment in April 2015 is the latest example of a
26 Female Characters in Video Games
positive shift in representation of women and minorities in video games. Mortal Kombat was
originally released in 1992 and female characters were represented in hypersexual clothing
right up until the latest instalment. The most vivid example of this is how Sonya Blade’s
costume has changed. In Mortal Kombat 9 (2011), just like in all previous games, she wore
very revealing clothes, regardless of the fact that she is in the Special Forces. In Mortal Kombat
X Sonya’s uniform is very conservative and realistic. Appearance aside, Sonya was also used
as a damsel in distress in 1995’s Mortal Kombat film adaptation. Sonya is kidnapped by Shang
Tsung. The same happened to her in Mortal Kombat 9. In fact, in Mortal Kombat 9 she is
captured twice throughout the main story. Leonard Pitts, a journalist and novelist, uses Sonya
being captured in the film as a main example for his thesis Sexism Still Prevails in Action
Movies (1995).
NetherRealm pushed the boundaries further by making most of the female characters wear
more conservative clothes than in previous games. Mortal Kombat X also features the first gay
character in the franchise history which, unlike Ash in the Streets of Rage, is not stereotypically
represented.
Angelo D'Argenio (2015), a senior writer for Cheat Code Central says that Mortal Kombat X "is
visible proof of feminism at work, in a good way that as far as I can tell hasn’t made everyone
flip out yet". He says that Mortal Kombat X is "being progressive and more appealing to more
The production manager for NetherRealm Spiro Anagnostakos (2014) said that "the mantra for
this game has always been realism, heading towards a more realistic look", which is why
NetherRealm revamped their female characters by reducing their breasts size (so they more
27 Female Characters in Video Games
represent martial artists) and changing their costumes to more realistic ones, essentially
Mortal Kombat is not the only game franchise to do so. The latest instalment of Battlefield - a
series of hard-core first person shooters with exclusively male protagonists is another example
of such a shift in portrayal. Battlefield Hardline, developed by Visceral Games and published in
March 2015 by Electronic Arts features yet another male protagonist who is accompanied by a
non-playable female character Khai Minh Dao. Khai is represented as a police detective
without a generic over-sexualised look. She is tough and strong and is able to take care of
herself.
Despite the serious change in representation of women and minorities in video games, many
other publishers keep to the "male character only" formula, essentially ignoring social realism.
Those developers however started to face heavy criticism for lack of playable female
characters. Ubisoft's Assassin’s Creed Unity (2014) was criticised for the lack of females in the
game. It sparkled a protest within the female cosplay community. Additionally, Capcom's Deep
Down (2014) also has only male characters to play as and was heavily criticised by game
critics. The producer of Deep Down, Kazunori Sugiura, said that the game would not have
female characters because of its plot. A writer for VG247 Brenna Hillier in her article "Deep
Down the rabbit hole of ingrained games industry sexism" (2014) called Sugiura's reasons to
exclude women from the game unsatisfactory. She says, "There’s no reason why it had to write
a plot that excluded female characters. There’s no reason why its story about virtual reality time
Box covers for games were one of the pivotal marketing techniques employed by the gaming
industry. They built audience expectation and briefly outlined themes, motifs and sometimes
28 Female Characters in Video Games
the plot of the game. In the early 90s, Provenzo (1991) conducted research on 47 Nintendo
game covers. The absolute majority of the characters on those covers were male (115
characters out of 124). Furthermore, a quarter of the male characters were presented in a
dominant position. Contrary to that, women were not represented in dominant roles on any of
In 2002 Urbina and his team of researchers investigated the box covers of 166 games. The
vast majority of the 286 characters were male (239), with three quarters of those males
portrayed in a dominant position. Out of forty seven female characters, fifteen appeared in a
submissive role. This research noted a significant transition in the portrayal of female
characters with 50% of the female characters being portrayed in a dominant role. There were
also five male characters that were portrayed in submissive roles. Such a change of female
portrayal could be explained by the 1995-1998 period of "Girl Power", pushed by bands like the
Spice Girls, TV series like Buffy the Vampire Slayer and the release of Tomb Raider (Kennedy,
2002)
In their research paper "the Representation of Gender and Ethnicity in Digital Interactive
Games", (2004) Jansz and Martis subjected to analysis twelve games released in the period
between 2002 and 2003. Sixty percent of the characters in their sample were male. A further
shift in gender representation is demonstrated by the fact that half of the protagonists of those
games were females and that 70% of the non-playable characters were male. They noted that
there was no observation of a female non-playable character held in a submissive role, they
were either dominant or had an equal position to male characters. Furthermore, just like in a
previous study by Urbina, there was a small percentage of male characters in submissive roles.
The great example of shift in gender role representation is “Jennifer in Primal, who must
29 Female Characters in Video Games
embark on a journey to rescue her boyfriend Lewis, illustrates that men in contemporary video
games can be victims who must be saved by a female character" (Jansz and Martis, 2004).
Essentially breaking the fact that the "damsel in distress" plot device is exclusive to females.
The visual gender representation remained unchanged though, with over 80% of female
characters having distinctive female shapes, with a "sexy attire" being observed solely within
that gender group. There were exclusions to that rule with some protagonists such as Dante
from the second instalment of Devil May Cry appearing in an "explicit, sexy outfit". The
research however cannot be completely accurate as the team chose only twelve games with a
"deliberate selection [of games] with a diverse population". The fact that both genders had an
equal share of characters is very different to the research data conducted in previous years.
Urbina noted a rise of strong female characters and that trend seems to be gaining popularity.
The second distinctive fact in the results of Jansz and Martis' team’s research is that there
Conclusion
Video games as a medium are part of social culture. The stereotypical representation of
women doesn't come out of nowhere but originates from the sexist belief that women are a
weaker gender and therefore need to be saved, taken care of and be protected by men
(Sarkeesian).
As more and more women play video games, the developers try to respond to the demand by
making their female characters less stereotypical. The shift in representation is also provoked
by social and cultural changes and feminist groups exposing their concerns over the
representation of women. Therefore, regardless of the fact that women "prefer" puzzle games,
the developers of hard-core games that have male protagonists and are typically marketed
toward men have a far less stereotypical representation of women than they used to. Jesse
Fox (2013) concluded in her research paper that constant exposure of both men and women to
over-sexualised portrayals of characters provokes more sexism and rape myth acceptance
than non-stereotypical and realistic portrayals. This could lead to a consensus, that a lot of
sexist and misogynist comments and abuse that women receive in online gaming from men
could be provoked by the content of video games the said men play.
Representation is not the only issue that female gamers can face whilst playing games. The
sexual harassment that women face from their fellow male gamers is a big social problem.
Stephen Toulouse, a moderator of the Xbox Live online network says that between 2007 and
2012 women have been the most frequent target of insults and abuse (Gonzalez, 2014).
It is important for the developers to realise the potential problematic aspects the poor
representation might lead to. As video games become even more popular and video game
31 Conclusion
are needed to push gender representation out of its generic and stereotypical portrayal.
32 References
References
Online
Arnseth, H. (2006) 'Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing
Educational Research on Computer Gameplay', Game Studies, 6(1). [Online]. Available at:
http://gamestudies.org/0601/articles/arnseth (Accessed: 15th April, 2015).
Boyes, E. (2007) EA: Women 'too big an audience to ignore', Available at: http://www.gamespot.com/articles/ea-women-too-
big-an-audience-to-ignore/1100-6169357/ (Accessed: 14th April 2015).
Dutka, B. (2008) LittleBigPlanet Producer: "Our Target Audience Is Everyone", Available at: http://www.psxextreme.com/ps3-
news/3580.html (Accessed: 16th April 2015).
Fat, Ugly or Slutty, Available at: http://fatuglyorslutty.com (Accessed: 17th April, 2015).
Fletcher, B. (2012) Sexual harassment in the world of video gaming, Available at: http://www.bbc.co.uk/news/magazine-
18280000 (Accessed: 6th April 2015).
Fox, J. (2013) Reality check: Media misrepresentation of the sexualized avatar study,Available
at: http://www.commfox.org/blog/tag/video-games/ (Accessed: 8th April, 2015).
Fox, J., Bailenson, J. N., & Tricase, L (2013) Self-objectification by Embodying Sexualized Virtual Selves, Available at:
https://vgresearcher.wordpress.com/2013/07/26/self-objectification-by-embodying-sexualized-virtual-selves-fox-et-al-2013/
(Accessed: 10th April 2015).
Galarneau, L. (2014) 2014 Global Gaming Stats: Who is Playing What, and Why? Available at:
http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/ (Accessed: 10th April 2015).
Galloway, A. (2004) 'Social Realism in Gaming', Game Studies, 4(1). [Online]. Available at:
http://www.gamestudies.org/0401/galloway/ (Accessed: 16th April, 2015).
Garratt, P. (2014) Leaving gay characters out of RPGs is “Beyond” BioWare, Available at:
http://www.vg247.com/2014/08/15/bioware-gay-characters-dragon-age/ (Accessed: 15th April 2015).
33 References
Griebel, T. (2006) 'Self-Portrayal in a Simulated Life: Projecting Personality and Values in The Sims 2', Game Studies, 6(1).
[Online]. Available at: http://gamestudies.org/0601/articles/griebel (Accessed: 16th April, 2015).
Hillier, B. (2014) Deep Down the rabbit hole of ingrained games industry sexism, Available at:
http://www.vg247.com/2014/02/17/deep-down-the-rabbit-hole-of-ingrained-games-industry-sexism/ (Accessed: 15th April
2015).
Internet Advertising Bureau (2014) More women now play video games than men Read more at
http://www.iabuk.net/about/press/archive/more-women-now-play-video-games-than-men#zr1Ht1K2ZgpXSfLZ.99, Available at:
http://www.iabuk.net/about/press/archive/more-women-now-play-video-games-than-men (Accessed: 11th April 2015).
Juul, J. (2001) 'Games Telling stories? -A brief note on games and narratives', Game Studies, 1(1). [Online]. Available at:
http://www.gamestudies.org/0101/juul-gts/ (Accessed: 15th April, 2015).
Kapriyelov, A. (2015) Interview with Shelley Blond. [Online]. Available at: http://tomb-of-ash.com/post/116018832560/shelley-
blond-behind-the-voice-of-lara-croft (Accessed: 17th April, 2015).
Kapriyelov, A. (2014) Interview with Heather Gibson. [Online]. Available at: http://tomb-of-
ash.com/post/100836774445/interview-with-heather-gibson (Accessed: 17th April, 2015).
Kennedy, H. (2002) 'Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis', Game Studies, 2(2). [Online].
Available at: http://www.gamestudies.org/0202/kennedy/ (Accessed: 15th April, 2015).
MacCallum-Stewart, E. (2014) '“Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives', Game
Studies, 14(2). [Online]. Available at: http://gamestudies.org/1402/articles/maccallumstewart (Accessed: 13th April, 2015).
Martin, M. (2014) Assassin’s Creed Unity: cosplayers protest lack of female characters, Available at:
http://www.vg247.com/2014/07/14/assassins-creed-unity-cosplayers-lack-of-female-characters/ (Accessed: 15th April 2015).
Nikamura, R. and Wirman, H. (2005) 'Girlish Counter-Playing Tactics', Game Studies, 5(1). [Online]. Available at:
http://www.gamestudies.org/0501/nakamura_wirman/ (Accessed: 16th April, 2015).
34 References
Pearse, C. (2011) “Straight Male Gamer” Told to ‘Get Over it’ by Bioware, Available at:
http://www.nomorelost.org/2011/03/25/straight-male-gamer-told-to-get-over-it-by-bioware/ (Accessed: 13th April 2015).
Pearson, D. (2013) EA, Bioware fire-fighting reactions to SWtOR's 'gay ghetto' planet, Available at:
http://www.gamesindustry.biz/articles/2013-01-15-ea-bioware-fire-fighting-reactions-to-swtors-gay-ghetto-planet (Accessed:
15th April 2015).
Pitts, L. (1995) Sexism Still Prevails In Action Movies, Available at: http://www.spokesman.com/stories/1995/sep/12/sexism-
still-prevails-in-action-movies/ (Accessed: 17th April 2015).
Reggie, J. (2015) Booth Babes And Sexy Cosplayers Are In Danger Of Being Completely Banned From Events, Available
at:http://www.reaxxion.com/6150/booth-babes-and-sexy-cosplayers-are-in-danger-of-being-completely-banned-from-
events (Accessed: 17th April, 2015).
Simons, J. (2007) 'Narrative, Games, and Theory', Game Studies, 7(1). [Online]. Available at:
http://gamestudies.org/0701/articles/simons (Accessed: 14th April, 2015).
Stuart, K. (2014) UK gamers: more women play games than men, report finds, Available at:
http://www.theguardian.com/technology/2014/sep/17/women-video-games-iab (Accessed: 11th April 2015).
Tassi, P. (2014) Female Game Developers Have Doubled Since 2009, Men Still Dominate Industry, Available
at:http://www.forbes.com/sites/insertcoin/2014/06/25/female-game-developers-have-doubled-since-2009-men-still-dominate-
industry/(Accessed: 13th April, 2015).
The Statistic Portal (2015) Video games revenue worldwide from 2012 to 2015, by source (in billion U.S. dollars), Available
at:http://www.statista.com/statistics/278181/video-games-revenue-worldwide-from-2012-to-2015-by-source/ (Accessed: 12th
April, 2015).
Turkle, S. (1997) Constructions and Reconstructions of Self in Virtual Reality: Playing in the MUDs, Available at:
http://web.mit.edu/sturkle/www/constructions.html (Accessed: 17th April, 2015).
Warman, P. (2014) Top 100 Countries Represent 99.8% of $81.5Bn Global Games Market, Available at:
http://www.newzoo.com/insights/top-100-countries-represent-99-6-81-5bn-global-games-market/ (Accessed: 5th April 2015).
35 References
Books
Anderson, M. and Levene, R. (2010) Grand Thieves and Tomb Raiders - How British Video Games Conquered the World,
London, UK: Aurum Press.
Berger, A. (2009) Video Games, a Popular Culture Phenomenon, 3rd edn., New Brunscwick, USA: Transaction Publishers.
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: implications for gender socialization
and aggressive behavior. Sex Roles, 38, pp. 425-442.
Egenfeldt-Nielsen, S., Smith, J. and Tosca, S. (2008) Understanding Video Games - the Essential Introduction, Abingdon, UK:
Routledge.
Gailey, C.W. (1993) “Mediated Messages: Gender, Class, and Cosmos in Home Video Games.” Journal of Popular Culture. pp.
81-97. Vol. 27, no. 1
Goldstein, J. (1994) “Sex differences in toy play and use of video games.” Toys, Play, and Child Development. Ed. Jeffrey H.
Goldstein. New York, USA: Cambridge University Press.
Greenfield, P. and Subrahmanyam, K. (1999) “Computer Games for Girls: What Makes Them Play.” From Barbie to Mortal
Kombat. Pp. 46-71 Eds. Justine Cassell and Henry Jenkins. London, UK: The MIT Press
Haines, L. (2004). Why are there so few women in games? Media Training North West.
Jenkins, H. (2006) Complete Freedom of Movement: Video Games as Gendered Play Spaces, London, UK: The MIT Press.
Juul, J. (2010) A Casual Revolution, Reinventing Video Games and Their Players, London, UK: the MIT Press.
King, G.and Krzywinska, T. (2006) Tomb Raiders and Space Invaders, Videogame Forms and Contexts., London, UK: I.B.
Tauris.
Nikken, P. (2000) “Boys, Girls and Violent Video Games, The Views of Dutch Children.“ Children in the New Media Landscape:
Games, Pornography, Perception. Eds. Cecilia von Feilitzen and Ulla Carlsson. Unesco Yearbook.
Margolis, J. (2003) Unlocking the Clubhouse, London, UK: The MIT Press.
Schubart, R. (2007) Super Bitches and Action Babes: the Female Hero in Popular Cinema., Jefferson, USA: McFarland &
Company.
Taylor, T. (2006) Play Between Worlds: Exploring Online Game Culture., London, UK: The MIT Press.
36 References
Provenzo, E. (1991) Video Kids: Making Sense of Nintendo. Harvard University Press, Cambridge, Massachusetts, London,
England: Harvard University.
E-Books
Entertainment Software Association (2014) Essential Facts about the Computer and Video Game Industry. [Online]. Available
at: http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf (Accessed: 9th April 2015).
Jansz, J. and Martis, R. (2003) Representation of Gender and Ethnicity in Digital Interactive Games. DIGRA '03 [Online].
Available at: http://www.digra.org/wp-content/uploads/digital-library/05163.27438.pdf (Accessed: 21st March, 2015).
Kafai, Y. B. (2010) Your Second Selves: Avatar Designs and Identity Play. [Online]. Available
at:http://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=1179&context=itls_facpub (Accessed: 11 March, 2015).
Kerr, A. (2003) Women Just Want to Have Fun - a Study of Adult Female Players of Digital Games. DIGRA '03 [Online].
Available at: http://www.digra.org/wp-content/uploads/digital-library/05163.29339.pdf (Accessed: 23rd March, 2015).
Taylor, T.L. (2009) Multiple Pleasures: Women and Online Gaming. [Online]. Available at:
http://lmc.gatech.edu/~cpearce3/CourseReadings/TaylorMultiplePleasures.pdf (Accessed: 25th March, 2015).
Youtube
Video Games
Bethesda Game Studios (2011) the Elder Scrolls V: Skyrim. PC, USA: Bethesda Softworks
Bomber Games (2013) Streets of Rage Remake. PC, UK: Bomber Games
Media Molecule (2008) Little Big Planet. Playstation 3. UK: Sony Computer Entertainment
Midway Games (1992) Mortal Kombat. Sega Megadrive, USA: Midway Games
Midway, B., General Computer Corporation (1982) Ms. Pac-Man. Arcade, USA: Namco
NetherRealm Studios (2015) Mortal Kombat X. PC, UK: Warner Bros. Interactive Entertainment
NetherRealm Studios (2011) Mortal Kombat. PC, UK: Warner Bros. Interactive Entertainment
Nintendo EAD (1985) Super Mario Bros. Nintendo Entertainment System, Japan: Nintendo
Nintendo EAD (1998) The Legend of Zelda: Ocarina of Time. Nintendo 64, Japan: Nintendo
Rockstar North (1997) Grand Theft Auto. PC, UK: Rockstar Games
Red Orb Entertainment (1999) Prince of Persia 3D. PC, USA: The Learning Company
Sega Technical Institute (1995) Comix Zone. Sega Mega Drive, USA: Sega