Lesson 9-Sex and Games Flashcards
Which game genre was earliest to introduce sexuality?
Adventure Games
Like RPGs, puzzle games, educational games, where do adventure games borrow their ideas from?
MUDs, or multi user dungeons and tabletop RPGs
What was the earliest influential adventure game?
It was a text adventure game called Adventure. Adventure began as a text game themed around caving. It was created by Will Crowther who took the basic layout from a cave and added some fantasy gameplay elements. A year later, programmer Don Woods modified Adventure’s code, and added story elements puzzles and a scoring system to Adventure’s exploration mechanics. Wood’s version became Colossal Cave Adventures.
What became a critical gameplay element in adventure games, because of Adventure and Colossal Cave Adventures
Inventory management
Which game in the 1980s finally made text adventure games, affordable and popular?
Zork in the 1980s published by Infocom. It did a great job of expanding adventure’s rudimentary gameplay elements
While America was building fantasy text adventure games, what was Japan creating? What game was the earliest?
end of 9-1-Sexuality and Adventure
In Japan, graphic text adventures were also growing in popularity. Many if these were erotic games with sexual imagery.
Night Life, released in 1982. The game was marketed as a tool to improve couple’s sexual lives. The game was kind of a sexual simulator
These are called eroge games
There was a resurgence for text based games in the mid 2000s. What game?
Pheonix Wright Ace Attorney (combined traditional adventure game and novel visual elements
Which game brought adventure back? What other game did it inspire?
Telltale gave us Walking Dead which brought the Adventure genre back to public consciousness. This was made possible by new distributions like Steam and new funding opportunities like kick-starters
What happened in the 1970s in arcades?
Arcades during this time used sex, usually in the form of a scantily clad female to market games.
Some had print ads and cabinet graphics that included female models as eye candy to promote the game
Let's think about the kind of audience game marketers were targeting in games such as Gotcha. When creating a game, designers usually assume something about the lifestyle, gender and interests of players. Most early video game designers assumed that their audience was A, male, B, single, C, heterosexual, or D, all of the above.
The correct response is D.
Many games assumed that the player
was a single, heterosexual male.
>> Let's talk about two words we're going to use a lot in this lesson, sex and gender. It is important to keep them clear in your head. Although often used interchangeably in everyday conversation, the word sex means the reproductive differences between males and females. Generally, sex refers to biology. In contrast, gender generally refers to A, the same thing. There is no difference between sex and gender. B, the sociocultural construction of sex roles in society. Or C, the fact that we're all the same regardless of our sex.
The correct response is B. Gender refers to how societies and cultures construct ideas and representations of femininity, masculinity and all other gender conceptions. This takes the form of gender roles and gender politics. It is important to remember that gender is a fluid and ambiguous concept, even in cultures that have very traditional roles for men and women. Gender is more a process that is built, learned, negotiated and renegotiated. Given this fluidity in the conception of gender, it should not be surprising that there was some exploration of gender roles involved in game environments.
What is cybersex? What was the article that brought attention to cybersex?
Involves in-character sexual role play between anon players
A Rape in Cyberspace, describes how one character in an online site(LambdaMOO) sexually assaulted several other characters in-game
Some online games like the MMO Maple Story even have complex marital game mechanics
Remember that language
shapes perception and
gendered language shapes how
gamers perceive themselves.
Think about stereotype designers assume of the player: white, heterosexual, single.
In the fall of 1993,
two significant things happened.
One was the release of Doom,
which heralded the start of the
male-dominated first person shooter genre.
The second event was the launch
of the adventure game Myst,
which was the number one selling game for
about a decade.
Women played Myst far more often than men.
Interestingly, Myst would lose
its top sales spot to The Sims,
another game known for
its substantial female audience.
And yet the media and
the public rarely characterized
games as something for women.
Why the persisting view
that games are for boys?
For game scholars like Ian Bogost, the
answer is one of language and perception.
Think of the ways that the language of mass media linked games and maleness. Mass shootings, as an example, almost are always perpetrated by young men and are frequently linked to the play of first person shooter video games. The extreme nature of these crimes, the gender of the criminal and the kinds of games that the shooter played are tied to the crime's terrible imagery. And so, when people think about video games, they think about young men playing Doom, Mortal Kombat or Call of Duty.
this problem of perception is rooted in the language players use to describe their culture and the manner in which the media adopts that language without consideration.
casual game Sims, Farmville and Words for Friends are played by much larger audiences than violent FPSes yet, nonsensically, These games are dismissed by real gamers as things played by women over 40.
Before we continue with our exploration of sex and sexuality, let's review an important concept. In this lesson, we'll be drawing on Robin Hunicke and her co-authors' MDA Framework for Understanding Games. They use the term aesthetics to refer to a player's experience. That's the sense of fellowship, fun, challenge, discovery and defeat that takes place in a game. Aesthetics only make up one piece of the MDA framework. The other two pieces are A, mechanics and design, B, materialism and dynamics, C, motivations and decisions, or D, mechanics and dynamics. end of 9-2-Sex in Games
The answer is D. The MDA framework consists of mechanics, dynamics and aesthetics. These three elements are in balance. Mechanics belong in the domain of the game developers, while aesthetics are in the domain of the players. And dynamics exists somewhere in the middle between the players' experiences and the game's mechanics.
What are the five different ways in which sex is used or appears in video games?
sex as abstraction, sex as a game goal, sex as a mechanic, sex as an aesthetic and sex as emergent gameplay
What is Bogost’s idea (this was from lesson 6
Bogost’s ideas as of procedural rhetoric both introduced back in lesson 6