Analysis

Our data collection is presents Nintendos gender ratio in console games. The distribution is not surprising. We collected our data from the following games. (Presented Via Google Fusion Tables).

Google Cards

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Line Graph’s comparing male playable characters to female playable characters by year of release.

Nintendos gender ratio in console games Screen Shot 2015-12-13 at 9.38.54 PMThe distribution is plainly displayed; females are unrepresented, with males mostly dominating the graph.

OUR ANALYSIS AND FINDINGS: 

ANALYSIS/PAPER

Current female representation in Nintendo console games is based on the need to market damseled and sexualized women in order to gratify male players. Many iconic female characters, such as Princess Peach, Zelda, and Samus – while powerful in their own right – are still largely placed in games with the male gaze in mind. While some would argue that they are made to represent the female gaming population, the evidence presented in retro games and modern games alike can easily be used to declare otherwise. Aside from the fact that nearly all of these characters are largely non-playable and merely used as a plot device as a base for a male protagonist’s adventure, the scarce number of female programmers and writers historically involved in the gaming industry furthers the point that the perspective of these games are usually constructed on the basis of the male view. We, as a society, are making great strides in liberal progression and representation, but it is important for Nintendo specifically to make more playable female characters as Nintendo serves as a base company for many children who begin gaming. If we are to properly preach that anyone can be a hero, and anyone can be the star of an adventure, despite gender, then it is critical that we start by educating children when they are young, through the means of finally marketing female characters to girls.

Our project was based on a general feeling of under-dressed, over oppressed, female characters in our favorite games. We wanted to gain a deeper glance into the cyber world that so poorly represents females. The focus is to utilize gender criticism, which is about “identifying, exploring and bringing into focus stereotypical representations of gender” (Full deff here).  The stereotypes promoted by certain female characters in video games are harmful to society, and usually offensive. They are often either hyper-sexualized, or hyper-virgin-ized. Take Princess Peach, a iconic female in video games. Peach is the classic damsel in distress, and her helpless pleas for her rescue demonstrate a lack of complexity and plascity. Our project focuses on an in depth investigation into the “female” role in games, female game developers, and how their role has changed over time. We will investigate the playable female characters in Nintendo games, how they are represented, what their role is, whether or not they are playable in all of their appearances, if playable what weapons they can use, etc. By producing and analyzing this information we provide further commentary on women’s roles in gaming, as well as in the media world. Even with change on the way, criticism seems to be the only way companies will respond. Since it’s beginning, video games have become an integrated part of American and other cultures. Video games are usually regarded as controversial, either in regards to the violence that takes place in them, or the overwhelming amount of addiction many young people experience while playing them.

Our intended audience was sociologist, psychologist, researchers, gamers, programmers, media analyst, feminist, activists, media journalist, computer scientist, scholars, students and people who want to learn more about gaming,  as well as bloggers and many others. Personally, we also feel a strong connection to female gamers, as gamers ourselves, we feel the female representation in games in general is largely un-proportional to that of males. We did not, however, realize the extent of this fact. This project allowed us to do just that. Anybody who uses this project will find the use in the data information and all of the collective information. They will see the huge discrepancy between men and women representation in video games.

As we conducted our research for this project we struggled to find females characters in our original designated time frame of the 90’s. After this disappointing but important discovery, we moved our focus from 1990- today to 2005 to today. The low number of female characters in the 90’s only further demonstrated our point of the gender bias which directly influences the consumer culture of gaming as a “boy’s” game.

The sexualization of girls in games – or even just the “pretty” appeal – adds to the harmful construct of societally “approved” femininity. While objectifying, the body representation of the vast majority female characters in games seems to solely rely on the stereotypical skinny, yet “curvy” version of what society deems attractive. It’s enough that many girls feel outcasted by a society that constantly pushes that particular body type, but these games only add to the social excommunication. If Nintendo truly cared about making more than just eye-candy, then they would give all types of girls the representation they claim to be giving. “I would think I found the most degrading depiction of women ever—then a couple of days later I’d find something even worse,” says Anita Sarkeesian, feminist and activist for better female representation in games. “I’m a fan,” she says, “and I’m coming at this because I want gaming to be better.” (Wired) Another notable thing we found is that every female developer we’ve mentioned on our Developers page has been harassed specifically because of their point of view that women should get better representation in the game world.

“When we first started the project, we assumed there would be a bit of work to do – the sad part is that there was actually very little. Playable Nintendo female characters only appear in great numbers when there are side-games, such are Mario Party or Super Smash Brothers. This gave me the impression that girls are really only needed when there is a necessary obligation to make an even gender ratio – what programmers don’t seem to understand is that it’s necessary all the time.” Kayla Gleeson, the project manager and timeline creator for this archive says. Maisie and Kayla are both feminists, who created this site through the use of Hawksites, and analyzation. Maisie Miller was the creator of the website and writer for the analysis about women in video game programming. Alex had a hand in writing the game character synopsis’ and charts, while the entire group learned about why it’s necessary to expand representation, together.

The future of video games is guaranteed to get more expansive and interactive, but the real question is: when will there be better opportunities to make a female the lead of a story-driven game? It should never be this much of a project to make sure a girl can be a hero.