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1.
This article critiques the representation of sex workers in “AAA” video games, with a focus on the devaluing of erotic labor. Existing feminist commentary has interpreted these representations as examples of the objectification of female game characters, perpetuating harmful misconceptions of sex work as fundamentally exploitative. By contrast, taking cues from feminist media studies, porn studies, and sex workers rights activism, I argue that what makes these representations of sex workers problematic is not their engagement in erotic labor but the ways that the games in which they appear devalue that labor, through both dialogue and interactive elements. Across their many appearances in AAA games, it is strikingly common for sex workers to offer their services to player-characters for free or at a discount, or for games to allow players to take their money back after erotic labor has been performed. This contributes to a gendered fantasy of exceptionalism in which a player-character’s masculinity is tied to being too attractive or too powerful to pay for sex. Critiquing these representations demonstrates how AAA video games prompt players to reenact widespread cultural biases against sex work. It also points toward the need for a diversity of feminisms within game studies.  相似文献   

2.
This essay analyzes the video games in the popular Diner Dash franchise, paying specific attention to the games' protagonist Flo. While on its surface, the series appears to be a number of simple games about a waitress, they reflect more complex themes about gender, empowerment, work, and play. Ultimately, I argue that the game series can be seen as an open-ended (producerly) text that invites several possible interpretations (and negotiations) of femininity. By understanding the games in this open-ended manner, we are able to see how different meanings can potentially reinforce beliefs about feminism and femininity with women players—rather than advocating specific kinds of feminisms, means to empowerment, or lifestyles. All of these issues coexist simultaneously within the Dash games, creating a rich potential for media studies analysis, and a better understanding of women's leisure.  相似文献   

3.
The purpose of the current research was twofold. First, a pilot study was conducted in which participants were asked to recall any memorable gay or lesbian television or film character and complete a survey about their perceptions of the character. Results indicated that over two-thirds of heterosexual participants recalled either Ellen or Will, and evaluative ratings for these characters were generally positive. The second purpose of this research was to examine the priming effects of remembering portrayals of homosexual characters in the media. Therefore, an experiment was conducted to directly assess the effects of thinking about either a positive or negative homosexual character on general heterosexuals' attitudes toward gay men and lesbians. Results indicated that those recalling a positive portrayal later showed a more positive attitude toward gay men than those recalling a negative portrayal, and women had a more positive attitude overall than men toward gay men and lesbians. Such findings illustrate the importance of positive role models in entertainment media as potential primes of social attitudes.  相似文献   

4.
《Mobilities》2013,8(4):431-447
Abstract

Traditional critiques of computer and video games argue that the ‘magic circle’ defines the parameters of game‐play, marking off a temporary world wherein particular game rules apply. In this view, to play a game means, materially or conceptually, ‘entering’ the magic circle of the game. Yet, increasingly, online multiplayer games, mobile location‐based games (LBGs) and hybrid reality games (HRGs), erode the notion of a magic circle or dedicated game‐space. In this paper I examine the hybrid ontologies and realities that typify networked and mobile location‐based and hybrid reality games, exploring some of the phenomenological, embodied or somatic aspects of the practices and perceptions of ‘mixed reality’ gamers. A number of alternative corporeal and ontological metaphors for game worlds are proposed as substitutes for the magic circle, including the porous and organic cell membrane, the permeable window or frame, and the network. The composite, interconnected and dynamic ontology of the network trope, it is suggested, provides a more authentic figuration of the game environments specific to LBGs and HRGs, and also helps us to interpret the ‘playful turn’ in contemporary new media culture and the infiltration of a ludic sensibility into the mobilities and practices of everyday life.  相似文献   

5.
This essay argues that, by re-gendering the ballet classic Swan Lake, choreographer Matthew Bourne has also queered it. He thrusts center stage an unstable relationship between two male characters, and in so doing, de-centers the conventionally fixed categories of sex, gender and sexual desire. He also forces a long-simmering relationship between homosexuality and dance out of the closet and into mainstream popular culture. Applying Mulvey's theory of spectatorship and Butler's theory of gendered performance, the essay describes how viewers may be intrigued, rather than repulsed, by the ambiguities surrounding Bourne's portrayal of sexual identity.  相似文献   

6.
Abstract

Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially diversify popular conceptions of gamers. Through a close reading of The Guild, however, we demonstrate that it fails to do so. More specifically, the show’s portrayal of gamer identity serves as a form of cruel optimism, presenting it as an ideal that promises game players a consistent subculture and a sense of belonging, but ultimately traps them in narrow roles and identity constructs. Furthermore, the show’s gamer ideal also reproduces particular forms of gendered inequalities that posit aggressive, competitive masculinity as superior to both more passive masculinities and all forms of femininity. Overall, this leads The Guild to reinforce gaming culture’s existing problems with sexism and regressive stereotypes. Because of this, the show presents a relation of cruel optimism, assuming the appearance of positive change while failing to deliver on it.  相似文献   

7.
Uncanny Gaming     
As video games are increasingly designed for and marketed to women players, new gaming styles, themes, and mechanics have become popularized. This analysis considers how the games in the Ravenhearst trilogy both reinforce and complicate expectations of women gamers through repurposing the gothic romance. While the series does not market itself exclusively to women, the narrative specifically places the player in the subject position that implies a heterosexual female. By tapping into gothic genre expectations the games help to marginalize the player within the larger scope of video games. The games play with gothic storytelling style, yet push against many traditional conventions of the genre, illustrating how digital spaces have begun to rewrite traditional narrative conventions, but still maintain their gendered affectations. Through gaming, the gothic romance premise is reproduced, but ultimately shifts the player from the role of an onlooker to the subject position of victimized protagonist.  相似文献   

8.
This article investigates the cultural mediatization of the relationship between gender and war by looking at the representation and agency of female presence in one of the most popular sagas in video games: Metal Gear Solid. We have specifically focused on the last chapter of the series, Metal Gear Solid V (MGS5) by putting under scrutiny the character of Quiet. The analysis draws upon the rich theoretical corpus of feminist film studies, with reference to two main concepts: the “visual pleasure” by Laura Mulvey and the “female voice” by Kaja Silverman. These analytic tools are employed in order to scrutinize both the visual representation and the design of the game. We argue that MGS5 is a relevant instance of a large part of gaming production that develops a war imagery characterized by (a) the exploitation of women and (b) an employment of female body as a tool to fulfill the visual pleasure of the male gaze. The figure of Quiet, with the oversexualization of her body and the deprivation of her voice, is particularly telling in this respect. Our analysis aims to identify effective solutions in order to think about more inclusive digital games able to address conflictual issues without surrendering to sexism.  相似文献   

9.
Playing a digital game is considered to be a leisure activity; therefore playing or not playing is typically viewed as an autonomous choice motivated by individual preferences for how one spends their time not occupied by other obligations. While a growing body of interventionist literature documents new entry points for girls and women into playing or making games, investigations are primarily focused on joining rather than why someone might ultimately leave. To address this gap whereby the study of former and non-players remains under explored, I bring together two disparate areas of academic investigation: leisure studies, specifically the study of barriers and access to leisure spaces, and critical feminist games scholarship. Taken together, these two areas of investigation provide a framework to account for why women might leave a game or never begin playing in the first place. Rather than assuming that playing or not playing is exclusively about choice or interest, I argue that there is much to be learned by asking women about what games they do not play and their reasons for quitting or never purchasing or downloading a particular game in the first place.  相似文献   

10.
Although many scholars have written about vampire fiction, few have discussed gender and gender violence in this genre. Further, none has addressed the romanticized and eroticized violence in contemporary vampire fiction. Given the popularity of the series The Vampire Diaries and Twilight with a highly impressionable teen audience, it is important to examine their portrayal of gender roles and gender violence. This paper uses research in cultivation theory to highlight the potential impact of messages conveyed in contemporary vampire fiction—focusing on the stereotypical portrayal of men and women, the romanticizing of characteristics predictive of partner abuse, and the link between sex and violence.  相似文献   

11.
This content analysis of 139 programs and 2,211 characters updates and extends previous research on the way elderly people, and especially elderly women, are presented on prime-time television. Findings indicate that females and the elderly continue to be significantly underrepresented. Comparisons of elderly men and women showed patterns of traditional stereotypes, with men more likely to be depicted positively on 7 of 9 desirable traits and women more likely to be depicted negatively on 6 of the 7 undesirable traits which showed a gender difference. However, the proportional differences for specific characteristics typically were neither large nor statistically significant, suggesting that there has been some change in television's portrayal of the elderly during the 1980s. It also was noted that television appears to be more accepting and open to the portrayal of older middle-aged men than women in the same age category.  相似文献   

12.
This article addresses the visual debate around a new image of the autonomous woman emerging on satellite television in West Bengal, India, a region rapidly changing under the influx of multinational finance. While this image appears to promote a revolutionary vision of choice opposing gender stratifications, it responds to the sexual anxieties of a shifting postcolonial context by reconciling women's choices with patriarchal and communalist values. To justify its ostensible “feminist” revolution, the imagery draws upon indigenous oppositional traditions of gender portrayal while flexibly utilizing opposition in the services of an inequitable market.

Even as the neoliberal canon of (free) women and (unfree) labor is narrowcast on regional-language satellite channels throughout Bengal and its diasporas, this canon is being debated through critical embodiments of women, work, and choice in oppositional-feminist cinema. I look, on the one hand, at televisual adaptations of woman-centered works by a foremost gender-activist of the anti-colonial era, Rabindranath Tagore. The adaptive canon is read in tandem with a widely popular game show on Bengali satellite television called The Earning Homemaker. On the other hand, I consider how oppositional-feminist filmmaker Aparna Sen is undoing the prevalent canon of woman's autonomy in her recent films. My point overall is to explore how we could disentangle the oppositional from dominant neo-humanist communication patterns. I argue that we must situate various depictions of women's “choice” within specific relations of power, distribution, and technologies of persuasion—considering what differs and why the differences tend to be elided.  相似文献   

13.
The article reviews empirical studies on trends in attitudes toward lesbians and gay men and compares data from a 1985 survey of 297 students living in a college residence hall with data collected in 2001 when 152 students living in the same residence hall responded to a similar questionnaire. College students in 2001 expressed more accepting attitudes toward lesbians, reported more contact with lesbians, and assessed their parents' attitudes as more positive when compared with the 1985 sample. Consistent trends in the importance of these variables to the development of attitudes toward lesbians were shown, with gender role attitudes, parental attitudes, and exposure to education and media about gays and lesbians remaining the most important predictors. This suggests that strategies that discourage gender role stereotypes and provide educational and media experiences could increase acceptance of sexual minorities. Although gender was significant in 1985, there were no effects of gender in the 2001 sample. Continued study of trends in attitudes toward all sexual minorities and attention to the relative importance of gender and gender roles are recommended.  相似文献   

14.
《Journal of homosexuality》2012,59(9):1349-1360
The purpose of this study was to examine the variables that explain attitudes toward same-sex marriage. Using recently collected Scandinavian data (from Norway and Sweden) with a high response rate, this study shows that gender, regular participation in religious activities, political ideology, education, whether the respondent lived in the capital city, and attitudes toward gender equality were important for attitudes toward same-sex marriage. Age and income were not important for attitudes toward same-sex marriage. Although both Norwegians and Swedes clearly favor same-sex marriage, Swedes are significantly more positive than Norwegians.  相似文献   

15.
Girls@Play     
This paper reports on findings from a three-year, Canadian federally funded research project entitled “Education, Gender and Gaming” in which we documented the play practices of girls and boys playing console-based games. We show, in particular, how many of the presumptions and assumptions about “girls playing games” simply do not hold over time, or given a particular context. We therefore attempt to show how our research practices and methodologies help to shape what we have thus far taken as “evidence” or “facts” about gender and illustrate how some of those presumptions might not necessarily hold over time or given different contexts.  相似文献   

16.
《Journal of homosexuality》2012,59(2):325-336
Negative attitudes of heterosexual people toward same-sex marriage relate to the degree to which they are homophobic. However, it has been understudied whether there exists a gender difference in this association. Our results indicated that homophobia was the best predictor of attitudes toward gay male and lesbian marriage, and this was equally true for both heterosexual men and women. However, the attitudinal difference between gay male and lesbian marriage was related to homophobia in men but not in women. That is, for men only, being less homophobic toward lesbians than toward gay men was associated with favoring lesbian over gay men marriage. Considering these results, the role of gender in attitudes toward same-sex marriage seems to be as an important moderator of homophobia.  相似文献   

17.
Mexican male homosexual interaction in public contexts   总被引:1,自引:0,他引:1  
In western societies, homosexuals must solve problems of how to recognize one another, meet and socialize while avoiding hostility and punishment. In the United States a preferred approach is to establish exclusive homosexual locales; but in Mexico, interaction problems are solved primarily in heterogeneous situations. The article shows how this is accomplished. The material is analyzed using game theory, a perspective which assumes that homosexual interaction exhibits qualities generally associated with games and can be analyzed utilizing concepts such as players, teams, rules, points, winning, and losing. The article also illustrates ways in which cultural determinants shape homosexual social organization in different western societies.  相似文献   

18.
Recent developments in superhero comics have seen positive changes to the representation of characters and storylines. In this article, we use examples of the increase in female characters and female-led titles, the swapping of gender from a male character to a female one, and the increase in female writers and artists to investigate how the representation of female characters has evolved. We argue that these changes mark an intervention on behalf of female creators in keeping with the theory and practice of third-wave feminism. We also argue that this evolution provides a good example of how third-wave feminism remains indebted to and continues the important work of second-wave feminism. The article explores the important role of intersectionality alongside themes relating to the body and sexuality, violence, solidarity and equality, and girlhood in comics such as Birds of Prey, Harley Quinn, Ms. Marvel, Captain Marvel, and A-Force.  相似文献   

19.
We examine how men and women in mixed-gender unions change the time they allocate to housework in response to labor market promotions and terminations. Operating much like raises, such events have the potential to alter intra-household power dynamics. Using Australian panel data, we estimate couple-specific fixed effects models and find that female promotion has the strongest association with housework time allocation adjustments. These adjustments are in part attributable to concurrent changes in paid work time, but gender power relations also appear to play a role. Further results indicate that households holding more liberal gender role attitudes are more likely to adjust their housework time allocations after female promotion events. Power dynamics cannot, however, explain all the results. Supporting the sociological theory that partners may “do gender,” we find that in households with more traditional gender role attitudes, his housework time falls while hers rises when he is terminated.  相似文献   

20.
Religion has historically been a pronatalist force, but because it fosters traditional gender role attitudes, its importance for fertility may wane where gender equity is thought to be emerging as the new natalism. In this study, I used World Values Survey and European Values Survey data from 1989 to 2018 to determine whether more religious Northern countries are slower to develop the widespread egalitarian gender role attitudes associated with fertility recovery. I concluded that the “old natalism” and the “new natalism” do not compete with each other as much as their negative association implies that they might. By tracing the evolution of country‐level gender equity in more‐ and less religious countries of Europe and North America, I showed how country‐level religiosity does not dampen the potential for a gender equity‐stimulated fertility recovery. This paper also contributes by showing that the curvilinear relationship between gender equity and fertility has continued into more recent time periods than covered by previous work.  相似文献   

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