Lesson 9-Sex and Games Flashcards
(42 cards)
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
Sex as abstraction:
What do we mean by abstraction?
Game developers need some kind of abstraction to represent sex and sexuality in a game.
By abstract we mean a conceptual means for representing something that is concrete. So abstraction works through simplification. It’s a means for representing a concrete and usually complex human activity
We use the term abstraction to discuss the representation of sex and sexuality in video games. By abstraction we mean that, A) the aesthetic design visually represents sexual themes differently depending on the game's ESRB rating. B) The sexual content is often a superfluous addition, separate from the game's concrete purpose and game goals. C) The complex nature of human sexual relationships is simplified and represented in another way. D) The game's mechanics are unable to represent any human experiences.
C is the correct answer. Sex and sexuality are incredibly complex, it is not possible to accurately and concretely represent sexuality in video games
What is structuralism?
an abstraction that is meant to simplify and yet still capture some of the richness of everyday life.
Similarly, video games abstract sex and sexuality to represent human experience in a simplified yet meaningful manner.
Take Rod Humble's indie art game The Marriage. It's a deceivingly simple game. Your goal, if there is one, is to have your pink and blue square survive as long as possible. If either the blue or pink square disappears, the game ends. Your only means for interaction are by hovering near or over the two squares. Or, clicking on one of the many moving circles. When the pink and blue squares are further apart, the blue square becomes more opaque and the pink square becomes more transparent. And when the squares overlap, the blue square becomes transparent and the pink square becomes opaque. When the squares bump into each other, the pink square gets larger and the blue one gets smaller. And there are dozens of other rules, and interactions that influence the lives of the two squares. The question, of course, is what does this all mean? We're given very little interpretive context. The game's name suggests a deep commitment between the two squares, and blue and pink suggest masculine and feminine partners, but even that is interpretable.
What are the colors if pink and blue means feminine and masculine?
The colors are abstractions that simplify sex and gender. Two things that are almost infinitely complex. To make sense of the game, we have to dig in our own experiences or those of others.
So in summary, sex as abstraction in video games does a lot of things at the same time. It simplifies certain aspects of human sexuality in a rational and repeatable manner. Simultaneously, it represents much more complex and rich human experiences. It allows for adult issues to be represented in non threatening ways.
The Marriage's simple interface reveals a fairly complex interpretation of marital relations. The longer one plays the game, the more it encourages such interpretations.
Let's review what we just discussed. Sexuality is abstracted in video games for specific purposes. The reason is, A) To attempt to represent the complexity and richness of human sexuality. B) To make games more family friendly, through symbolism and metaphor. C) To simplify the complex nature of the topic so it can be expressed rationally in the game. D) To permit thoughtful interpretation of human relationships. Or, E) All of the above.
All of these answers are correct,
so the answer is E.
Video game designers are not the only ones who use abstraction in an attempt to explore, simplify, or confound the topic of sexuality. We see these themes emerging in film, literature and advertising. The next time you're in a media saturated environment, try to identify incidences of sex as an abstract concept.
Abstraction used as a game goal: A second way to view sex in video games is to see it as a game goal
An example would be Leisure Suit Larry, where at the back of the box says” the object of the game is to help Larry overcome his jerkisms and lose his you know what.”.
So in this game, the goal and
motivation for play is to get Larry to
lose his virginity to a female character.
Another game to demonstrate this is strip poker, where you keep making the female character lose, and she removes clothing. You win when she is bare.
Sexuality and presumably lust and
compliance is expressed as a female nude.
That’s the abstraction.
There are many other complexities in the concept of male gaze. The most significant is that such perspectives negatively affect our perception of ourselves. Let's explore this idea. Mulvey's theory of the male gaze assumes that, A) It is only men who view sexualized content, be it in a film or a video game. B) The viewer both objectifies and identifies with the sexualized portrayal of a character on screen. C) All video game designers primarily design games for a heterosexual male audience. From the perspective of a heterosexual male. D) The avatars available to play in video games are always male. If the avatar is male, so is his gaze
The correct answer is B. Laura Mulvey's theory is an attempt to explain the societal imbalance of power between men and women. The theory suggests that the consumption of media makes women passive objects for the pleasure of others. It also makes us active viewers who objectify those we view for our own sexual gratification. This would be the traditional male gaze
A is Incorrect. Mulvey's theory assumes that most media is framed for male consumption, but more than just men view them. The theory assumes that all viewers are affected by sexualized content. For the same reason, C might have seemed like the right answer on the surface, but game designers do build games for other intended audiences, as we'll see in a few minutes. For D, there are more playable male characters in video games especially in leading roles. But for our purposes here, we're not referring to the gaze of the character within the media itself. The theory describes the gaze of the audience. Try to keep the concept of male gaze in mind when we complicate the discussion later in the lesson when we talk about game mechanics and aesthetics
What are three sub-genres of the dating sims games in Japan(where there is sexual content as game goal, while also featuring complex narratives and rich character development)?
end of 9-3- representations of sex
Bishouji game-usually assume a heterosexual male player who tries to romance one of a handful of female NPCs
Eroge games- features quite explicit sexual content as a goal and reward for progression
Yoai games-predominantly female audience interested in male homosexual couples