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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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    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.”
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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