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Body Language & The Male Gaze - Tropes vs Women in Video Games

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    Movement can be a powerful thing.
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    Most of us who play games can appreciate
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    the importance of a well-timed jump in a platformer,
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    or a skillful dodge in a fighting game,
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    but sometimes it’s the seemingly ordinary movements
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    that actually tell us the most about a character.
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    The way they do simple things like walk, or sit down.
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    And like anything else about a character,
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    movement can be used in ways that resist tired gender stereotypes,
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    or in ways that reinforce them.
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    In Bungie’s hugely successful online shooter Destiny,
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    players start by creating their own character,
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    a Guardian who will fight to protect the last remnants of humanity.
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    As with character creation tools in other games,
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    this one lets you choose from different genders and races.
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    In most ways, Destiny treats its playable female characters
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    almost identically to how it treats its male characters;
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    for instance, the armor you acquire
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    when playing as a female character isn’t sexualized,
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    but looks just as practical and stylish
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    as the gear equipped by male characters.
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    However, there is one way in which the male and female characters
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    are differentiated by gender,
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    and it has to do with their movement.
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    Watch how a male guardian sits down,
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    taking a load off after a long, hard day
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    fighting the forces of pure evil.
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    It’s simple. It suggests confidence.
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    When a female character sits down, however,
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    it’s a completely different story.
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    She sits like a delicate flower.
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    This is supposed to be a hardened space warrior
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    and yet she is sitting around like she’s Ariel
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    from The Little Mermaid.
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    A character’s animation and movement is just as much a part
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    of who they are as their appearance and their clothing.
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    And like any other aspect of a character,
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    game designers use movement
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    to communicate information about them to the player.
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    This isn’t inherently a bad thing;
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    expressive character animations are just a way for the game
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    to contribute to our understanding of who a character is
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    and what defines them.
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    How a character walks, jumps,
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    even how they sit down can tell us a lot about them.
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    For instance, Ree-u Hayabusa’s precise and graceful movement
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    conveys that he is a highly trained ninja,
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    while the way Nathan Drake scrambles and fumbles
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    in dangerous situations is meant to suggest
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    that he’s more of a relatable, ordinary guy
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    who just keeps finding himself in extraordinary circumstances.
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    Nathan: "[Laughing] We were almost in that!"
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    By contrast, the way that women move in games
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    isn’t just used to suggest their confidence or their skill
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    or some other facet of their personality.
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    It’s very often used, in conjunction with other aspects of their design,
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    to make them exude sexuality
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    for the entertainment of the presumed straight male player.
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    Catwoman from the Arkham series
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    has a deeply exaggerated hip sway when she walks.
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    In combination with her clothing and the game’s camera angles,
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    all of this is meant to drive
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    the player’s focus to her highly sexualized butt.
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    In Resident Evil: Revelations, Jill Valentine
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    somehow manages to wiggle her whole body while she runs.
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    In Assassin’s Creed Syndicate, Evie Frye is a character
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    who avoids falling into many of the sexualizing traps
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    that some playable female characters do.
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    But she still walks with an exaggerated hip sway.
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    In Saints Row the Third,
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    you can change your character’s gender at any time.
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    If you go to the clinic and swap your gender from male to female,
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    you also come away with a newly sexualized walking animation,
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    even though you’re literally supposed to be the same character.
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    Male heroes are allowed to simply walk like normal human beings,
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    in ways that are “average” or strong or graceful or goofy.
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    Meanwhile, motion-captured animations for female characters
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    often make them look as if they’re walking down a runway
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    at a fashion show in stiletto heels,
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    even when the characters are actually in combat situations.
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    Watching these characters in-game movement animations,
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    you’d think that the director of the motion capture session
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    directed them to walk like a model
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    instead of a hardened space warrior or master thief
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    or bioterrorism agent or crime boss or vampire or assassin.
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    Of course, in the real world, people do walk
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    with a sway of the hips when wearing high heels.
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    If we want to get really technical about it,
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    this slight hip sway occurs in order to maintain balance.
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    This in and of itself is not a problem,
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    (other than generally being deeply uncomfortable),
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    but it raises an important question:
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    why are these female characters in combat roles wearing high heels!?
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    With all the fighting, running, and climbing these women have to do,
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    dressing them in heels is clearly a decision
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    rooted in sexualized aesthetic pleasure rather than believability.
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    In fact, animating so many female characters in games
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    to fit into this very gendered, sexualizing walk pattern
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    is an example of one of the ways
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    the male gaze manifests in video games.
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    The term male gaze was coined in 1975
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    by feminist film critic Laura Mulvey
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    and refers to the tendency for the visual arts to assume,
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    and be structured around, a presumed masculine viewer,
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    or in this case, player.
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    The male gaze manifests when the camera
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    takes on the perspective of
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    a stereotypical heterosexual man.
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    An indisputable example of this is when the camera
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    lingers, caresses, or pans across a woman’s body--
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    although it’s not always that obvious.
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    In games, it can be as simple as the in-game camera
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    resting so that a character’s butt or breasts or both are centerline,
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    it can be cutscenes that rest on a woman’s butt,
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    it can be clothing that they are wearing or the way they talk,
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    or it can be as basic as the way
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    a female character moves around the game world.
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    The male gaze reinforces the notion that the man looks,
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    and the woman is looked at.
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    Or as art critic John Berger explains
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    in the 1972 book Ways of Seeing,
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    “men act and women appear. Men look at women.
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    Women watch themselves being looked at.
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    This determines not only most relations between men and women
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    but also the relation of women to themselves.”
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    To be clear, the male gaze is not a hard and fast rule;
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    it’s a theoretical concept that is meant
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    to help us understand the sometimes subtle
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    and nuanced ways in which our culture influences media,
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    and the way that media, in turn, can shape and reinforce
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    existing gender dynamics in our culture.
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    The male gaze is also not in any way limited
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    to men or heterosexual people.
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    Almost all of us internalize
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    and sometimes identify with the male gaze to some extent.
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    Eradicating the male gaze is not as simple as
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    introducing an inversed female gaze that sexualizes men, either.
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    Not just because equal opportunity sexual objectification
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    isn't the answer, but also, because it isn’t actually equal.
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    One reinforces preexisting oppressive ideas about women
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    that are real and damaging to women in their everyday lives,
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    the other does not reinforce anything.
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    Nor are the two interchangeable.
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    For example, when the satirical website The Hawkeye Initiative
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    reimagines male characters in sexualized poses
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    that are common for female characters,
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    it isn't using the “female gaze.”
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    This is just the male gaze, applied to men.
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    When male characters are depicted as shirtless or wearing little clothing-
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    like the character sometimes dubbed "Hot Ryu" from Street Fighter V-
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    their lack of clothing demonstrates their power and strength,
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    rather than depicting them as erotic playthings
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    or reducing them to sexualized body parts.
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    The same is true when it comes to movement.
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    Male characters get to move in ways that emphasize
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    all sorts of characteristics and personality traits,
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    but there’s a whole world of untapped potential
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    for representations of female characters
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    who aren’t animated in ways that frame them as sex objects,
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    but who get to just be stealthy or strong,
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    swift or imposing, clumsy or graceful.
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    The way Ellie moves in The Last of Us
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    communicates a sense of tension and danger,
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    demonstrating what it’s like when female characters
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    are animated in ways that emphasize their personality
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    and emotional state rather than serving to sexually objectify them.
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    The path towards equality and liberation
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    does not lie in equally reducing men and women to objectified parts,
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    but in treating people of all genders and with all types of bodies
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    as full and complete human beings.
Title:
Body Language & The Male Gaze - Tropes vs Women in Video Games
Description:

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Video Language:
English
Team:
Feminist Frequency
Duration:
07:57

English subtitles

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