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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.”
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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.