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Gender and Video Games

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Submitted By uwineza
Words 1638
Pages 7
Merveille I. Kazimoto June 28, 2015
English Writing 112: College Writing
Prof. Fadia Hasan

Gender and Video Games

The contemporary society has grown to be more liberal, offering women more freedom than ever before. One of the 21st century’s instrumental defining medium—video games—is experiencing sharp growing pains. Whether video games are a technology product or a cultural experience, one thing that both video games developers and enthusiasts vividly agree upon is that the way we talk and write about video games has gradually changed over the last few decades. Female representation (or should I say: underrepresentation) in video games has, for a long period of time, been a heavily debated and controversial issue, with the most trending argument being that the portrayal of female video game characters, as well as the treatment of female gamers, is frequently sexist.
One of the prominent literatures that keenly scrutinizes the culture of video games and its effect on the social construct is Maja Mikula’s essay “Gender and Videogames: The Political Valency of Lara Croft”. In her essay, Mikula accuses video games of poor portrayals of gender and being extraneously violent. She writes, “Her body is excessively feminine-her breasts are massive and very pert, her waist is tiny, her hips are rounded and she wears extremely tight clothing (9)… she is clearly shaped by the desire to embody male sexual fantasies… (15)”, questioning whether “Lara Croft is a (genuine) feminist icon or (mere) sexist fantasy” (181). On the flip side, Lara is also depicted as intelligent, articulate, strong, and defeats enemies who are largely male, and many video games enthusiasts would argue that Lara Croft is actually a symbol of strong independent women and a role model for women.
To begin let’s first take a quick and brief overview of who Lara Croft is. Lara Croft is the

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