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Lingerie is not Armor - Tropes vs Women in Video Games

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    “Amazing.”
    “My god, look at that.”
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    “Good night nurse!”
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    “Ooh! That’s definitely stimulating my economy.”
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    In the late 90s, developer Rare wanted to replicate
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    the success of their landmark 1997 shooter GoldenEye,
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    but didn’t want to make another James Bond game.
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    Instead they began work on a science fiction spy thriller
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    called Perfect Dark.
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    For the game’s star,
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    they wanted to create a striking new type of special agent
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    who wouldn’t just live in James Bond’s shadow,
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    so they drew inspiration from figures
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    ranging from Joan of Arc to The X-Files’ Dana Scully.
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    Her name was Joanna Dark.
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    A few years earlier, Eidos Interactive’s Lara Croft
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    had rapidly become one of the most famous
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    and recognizable game characters of all time,
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    so it was reasonable to think that an action game
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    with a female protagonist could be a smash hit.
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    Alas, Joanna Dark never reached quite the levels
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    of fame occupied by Lara Croft,
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    but Perfect Dark was still a big success.
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    Let’s take a look at a commercial for the game:
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    "Welcome to 2023.
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    Big businesses now merge with alien nations.
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    An ancient war is being fought under the sea.
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    The president is about to be cloned
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    And it’s your job to try and save the world.
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    So you’ve got an important decision to make:
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    What are you going to wear to work?
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    From the team you brought you GoldenEye for N64,
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    meet special agent Joanna Dark in Perfect Dark,
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    where you’ll find out that the only person man enough
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    to handle a job like this..
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    is a woman.”
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    Can you imagine an ad exactly like this,
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    only with Marcus Fenix or Master Chief,
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    getting out of bed naked,
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    taking a sexy slow-motion shower,
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    putting on his sexy underwear,
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    and the narrator saying
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    that he has an important decision to make:
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    what is he going to wear to work?
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    "Welcome to 2016.
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    There’s a war out there...somewhere.
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    You’re not sure where, exactly.
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    Anyway, the important thing is,
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    you’re Special Agent Jake Grimshadow.
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    It’s your job to save the world.
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    The only question is: What are you going to wear?
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    …. WAIT... WHAT??
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    A commercial like that would never happen,
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    nor should it.
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    But Joanna is treated differently
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    than her male counterparts.
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    Even though Perfect Dark is a first-person shooter
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    and, as a result, you rarely see her in the game itself,
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    by focusing on her getting dressed,
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    this ad encouraged players to think of Joanna’s appeal
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    as being rooted in her sexual desirability
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    rather than her skill as a special agent.
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    A character’s clothing is one of the first things we notice.
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    It’s an important part of our first impression
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    of who that character is, and as such,
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    it’s a way for designers
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    to immediately communicate to players
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    what is most important and noteworthy about them.
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    Female heroes in video games might be special agents
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    or soldiers or treasure hunters by trade.
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    They often find themselves in dangerous,
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    physically demanding situations,
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    fighting off bad guys and saving the world.
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    They are typically performing activities that call for
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    practical or protective clothing.
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    But when we look at the types of outfits
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    that female characters are made to wear,
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    we can see that they are often
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    both sexualized and completely absurd.
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    Ivy from the Soulcalibur games is a bold warrior
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    who finds herself in battles
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    where sharp, deadly weapons are being used
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    and protective armor would be a must,
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    but the clothing she wears--or lack thereof-
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    -is not exactly intended to keep her safe.
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    Cammy from the Street Fighter series
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    is a British special forces operative
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    whose thong leotard does a better job
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    of calling attention to her butt
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    than of offering any kind of protection.
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    Jessica Sherawat from Resident Evil: Revelations
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    is a member of the Bioterrorism Security Assessment Alliance
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    and regularly faces deadly infected mutants in combat,
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    but her outfits appear to be designed for...
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    yeah, I don’t even know.
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    And this is just a small fraction of the vast number
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    of female characters who are forced into
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    impractical and objectifying clothing while in dangerous situations.
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    “You’ll learn respect!”
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    “You’re a fool to come back here.”
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    “All right, let’s begin!
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    “And instead of donning a shirt plate,
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    you dash into battle, shirt open, navel and…
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    whatnot exposed!”
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    Because clothing can shape our first impressions of a character
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    and has a tremendous influence
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    on our sense of who they are
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    every time they are on screen,
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    sexualized outfits can contribute to what’s called
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    the hyper-sexualization of female characters.
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    Hyper-sexualization in the media occurs
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    when a character is designed to be valued primarily
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    for their sexual characteristics or behaviors.
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    In hypersexualized characters, these attributes
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    are highlighted above all else
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    and made the center of attention,
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    while everything else about the character is made secondary.
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    Games and other media often work
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    to frame this sexualization as a positive thing for women.
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    They blur the distinction between female sexualization
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    and female power, and as a result,
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    sexualized female characters are sometimes celebrated
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    for being perceived as “owning” their sexuality
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    in a way that is empowering.
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    But it isn’t actually empowering
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    because the sexuality these characters exude
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    is manufactured for, and presented as existing for,
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    the presumed straight male player.
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    Bayonetta is a quintessential example of such a character.
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    When the camera caresses her body
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    as it does in the opening scene of Bayonetta 2,
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    establishing the player’s relationship with the character,
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    she is frozen in time,
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    the passive object of the male gaze.
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    The camera is putting her and Jeanne
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    on display for the player,
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    breaking them down into what the game
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    is communicating is most important about them:
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    their sexualized parts.
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    And when Bayonetta starts moving,
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    it’s the player who has the power
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    to control her sexuality as a weapon throughout the game,
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    both literally and figuratively.
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    She has an assortment of special moves
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    called “torture attacks” which involve devices
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    meant to suggest BDSM and that look like something
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    you might expect to see
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    in an exaggerated stereotype of a sex dungeon.
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    But these sexualized moves
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    have nothing to do with sex:
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    they just obliterate her enemies.
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    And a number of her attacks literally leave her naked,
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    because, you see, she’s attacking the enemies
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    with her hair and her hair is also her clothing
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    so when she’s using her hair to attack her enemies
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    it can’t be covering her body and…
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    In these ways, the game deliberately links
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    Bayonetta’s sexuality to power,
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    selling a version of sexual objectification
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    that we’re all supposed to feel good about
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    and find “empowering.”
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    Every aspect of Bayonetta’s existence,
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    from the way the camera is magnetically drawn
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    to her sexualized body parts
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    to the pole dance reward for completing the game,
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    is expertly designed to be sexually affirming
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    and satisfying for a presumed straight male audience.
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    If it seems like I’m frequently repeating the fact
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    that the player is presumed to be a straight male,
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    that’s because it’s vital to remember.
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    This presumption influences and shapes
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    so many creative decisions that are made
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    in the development of many games.
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    “Let’s see, target market - mostly male,
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    18-24 years old, interests - senseless violence,
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    high tech weaponry, pain, humiliation…
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    hey! Maybe this’ll do the trick.”
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    Of course, characters like Bayonetta are a fictional fantasy
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    But in reality, we exist in a culture where women are often valued
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    primarily for their sexual desirability to men.
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    So while characters like these are incredibly powerful in the physical sense
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    able to slay entire armies and bring down gods,
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    there’s nothing empowering about the fact that they are sexually objectified.
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    In fact, this connection between objectification
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    and empowerment is extremely damaging.
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    It’s harmful to women because rather than
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    asserting that women have intrinsic value as people,
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    it communicates that the kind of power available
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    to women comes from men finding them desirable.
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    And it’s damaging to men because it suggests
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    that women who are liberated and empowered
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    are also women whose sexuality is always available to men.
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    When we conflate the sexualization of women
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    with power for women,
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    we internalize this harmful myth
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    and begin to think sexualization is the only way
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    to achieve gender equality.
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    But the truth is that sexualization doesn’t actually
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    bring us any closer to equality.
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    In her book Enlightened Sexism,
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    Susan J. Douglas sums up the issue.
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    ”Under the guise of escapism and pleasure,
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    we are getting images of imagined power that mask,
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    and even erase, how much still remains to be done
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    for girls and women,
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    images that make sexism seem fine, even fun,
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    and insist that feminism is now utterly pointless--
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    even bad for you.
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    True power here has nothing to do with
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    economic independence or professional achievement:
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    it has to do with getting men to lust after you
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    and other women to envy you.”
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    Some gaming fans have come up with all sorts of
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    ridiculous defenses for the sexualized costumes
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    female characters are often made to wear,
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    like the idea that they dress in these outfits as a tactic
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    to help them distract their male opponents.
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    It’s not unheard of for developers
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    to sometimes rely on this harmful logic, too.
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    The superintelligent AI companion Cortana
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    from the Halo franchise
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    has always been depicted as naked,
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    and when asked about why this is,
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    franchise director Frank O’Connor said,
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    "One of the reasons she does it is to attract and demand attention.
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    And she does it to put people off so they’re on their guard
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    when they’re talking to her
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    and that she has the upper hand in those conversations.
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    It’s kind of almost like the opposite of that nightmare
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    you have where you go to school in the nude,
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    and you’re terrified and embarrassed.
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    She’s kind of projecting that back out to her audience
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    and winning intellectual points as a result."
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    Meanwhile, male AIs in the Halo universe do wear clothing;
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    the idea of them trying to “win intellectual points”
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    by walking around naked is ridiculous.
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    But we rarely question
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    the extremely widespread association
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    of sexualization and power
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    when it’s applied to female characters.
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    Usually, the games themselves don’t go into much detail
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    to explain or justify why
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    female characters are sexualized.
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    Players are simply meant to unquestioningly accept
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    the impractical outfits these characters are wearing.
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    Sometimes, however, as in the case of Quiet
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    from Metal Gear Solid V: The Phantom Pain,
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    developers build convoluted and absurd tales
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    about a character’s past into the game
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    in an attempt to justify their blatant sexualization.
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    “She, uh, refuses to wear clothes.
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    The last staff member who tried to dress her -
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    breathing through tubes.
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    Other than that, she’s completely cooperative.
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    She understands English, she never speaks, sweats, or breathes.”
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    “What?”
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    “Well, not with lungs at least.
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    She breathes through her skin.
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    Clothing would suffocate her.
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    Showers are okay, but she can’t be submerged.”
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    “What’s wrong with her?”
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    “She’s drinking. Through her skin.”
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    So you see, she can’t wear clothing
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    because she breathes through her skin!
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    These ludicrous narrative justifications don’t “make it okay.”
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    Regardless of whatever absurd explanation
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    a game might provide,
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    it should go without saying that
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    the only real functionality of outfits like this is to
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    titillate the presumed young straight male player base.
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    Out of all the arguments that are tossed out
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    to defend the impractical and objectifying
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    clothing that women are made to wear in games,
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    there is one in particular that I hear the most often
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    and that is perhaps the most pernicious.
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    That argument is:
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    “Maybe that’s what she wants to wear!”
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    Which is ridiculous.
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    These women are fictional constructs.
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    That means that they don’t dress themselves
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    or pick out their own clothing.
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    I can’t believe I have to say this.
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    All these visual designs are deliberate choices
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    made by the developers,
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    and they serve a specific purpose:
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    they communicate to straight male players
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    that these characters exist primarily as sex objects
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    to be consumed.
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    In doing so, they also reinforce the larger notion
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    in our culture that the value of real human women
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    is determined largely by their sexual desirability to men.
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    It’s not hard to imagine
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    what more practical clothing options
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    might look like for some of these characters.
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    But if you’re having a hard time envisioning that,
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    I will let you in on a little secret:
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    For those of you who aren’t familiar,
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    there is this thing called a sports bra.
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    Sports bras are designed to keep breasts held in place
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    to better facilitate athletic activities.
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    In other words, they are used
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    to prevent “jiggle physics” in real life.
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    In the real world, there are many female
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    martial artists, athletes, and women in combat roles
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    that developers could use as inspiration
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    when designing and dressing their female characters.
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    It’s important to note that the amount of skin shown
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    is not the crux of the problem.
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    Many female athletes wear minimal form-fitting clothing
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    because it’s more conducive to their activities.
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    However, their outfits are not designed
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    with the primary goal of sexualizing the athletes
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    for the benefit of spectators.
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    The problem of female characters wearing impractical,
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    sexualized and objectifying attire and being
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    put on display for players is not a difficult one to solve,
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    and developers already know how to do it.
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    Even many fighting games that have
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    several sexualized female characters on the roster
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    often have one female option who is in more practical attire.
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    The Dark Souls games are generally pretty good
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    about not making armor appear significantly different
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    on female characters than it does on male characters.
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    Natural Selection 2 and XCOM also have
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    examples of women in practical armor.
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    And Assassin’s Creed Syndicate put female
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    gang members in outfits very similar
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    to those worn by the male gang members.
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    None of this is to say that characters in games
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    should never be sexual; far from it.
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    Sexuality and sexualization are very different things.
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    The sexualization of female characters is about
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    designing them, dressing them or framing them
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    in ways that are specifically intended to be
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    sexually appealing to presumed male viewers or players.
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    Women’s sexuality, on the other hand,
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    exists for themselves, and for those
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    they care to consensually share it with.
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    And sexuality can be expressed or experienced
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    in any kind of attire.
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    “Come here lover boy!”
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    Unfortunately, examples in games of female characters
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    expressing sexual desire in ways that aren’t sexualized
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    are exceedingly rare.
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    These next few examples aren’t great depictions
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    of what we’re talking about.
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    They’re just some of the only examples that exist at all,
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    which serves to illustrate how rare it is
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    for female sexuality in games to be presented in ways
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    that are humanizing rather than sexualizing.
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    The Last of Us: Left Behind features female characters
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    who express romantic feelings for each other,
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    rather than exuding a sexualized energy
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    that is directed outward at the player.
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    “What do we do now?
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    “We’ll figure it out.”
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    And in Firewatch, though it’s only heard and not seen
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    Delilah expresses sexual desire for the player character, Henry.

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    “I wish I was over there.”
  • 15:03 - 15:05
    “I wish you were too.”
  • 15:06 - 15:09
    “We could sit outside, we could talk,
  • 15:09 - 15:15
    without these radios. We could, um, you know.”
  • 15:15 - 15:16
    These moments aren’t presented
  • 15:16 - 15:19
    as titillating morsels of sexuality for players.
  • 15:19 - 15:20
    Rather, they function as expressions
  • 15:20 - 15:23
    of the characters’ sexuality that deepen our investment
  • 15:23 - 15:25
    in the characters and their relationships to each other.
  • 15:25 - 15:28
    To clarify, the act of sex isn’t the problem,
  • 15:28 - 15:30
    but rather how its presented.
  • 15:30 - 15:32
    I’d love to see great representations
  • 15:32 - 15:33
    of healthy, consensual sex in games.
  • 15:33 - 15:36
    But sadly, when consensual sex does occur,
  • 15:36 - 15:39
    it’s often presented as a transaction
  • 15:39 - 15:41
    or as a reward for player accomplishment.
  • 15:41 - 15:43
    Whether that accomplishment is completing quests
  • 15:43 - 15:45
    or just choosing all the right dialogue options
  • 15:45 - 15:47
    to get the sex cutscene to play.
  • 15:47 - 15:51
    When fictional female characters in games are dressed
  • 15:51 - 15:53
    in impractical armor or clothing,
  • 15:53 - 15:55
    it encourages players to view them as sex objects,
  • 15:55 - 15:59
    and reinforces the already pervasive and harmful notion
  • 15:59 - 16:01
    in our culture that sexualization is the most viable
  • 16:01 - 16:03
    or only real route to power for women.
  • 16:03 - 16:06
    By contrast, when those characters are dressed
  • 16:06 - 16:08
    in clothing that is truly practical and functional
  • 16:08 - 16:10
    for the work that they are doing,
  • 16:10 - 16:12
    and when they express sexuality and sexual desire
  • 16:12 - 16:14
    in ways that aren’t served up as sexualized treats
  • 16:14 - 16:17
    designed primarily for straight male players
  • 16:17 - 16:18
    to consume and enjoy,
  • 16:18 - 16:20
    it encourages players of all genders
  • 16:20 - 16:22
    not to view those characters as sexual objects
  • 16:22 - 16:25
    but to be invested in them as people.
Title:
Lingerie is not Armor - Tropes vs Women in Video Games
Description:

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Video Language:
English
Team:
Feminist Frequency
Duration:
16:42

English subtitles

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