Kelsey Janse - BA Thesis
Kelsey Janse - BA Thesis
Videogame aesthetics
On the use of gender stereotypes in story-driven videogames
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Videogame aesthetics
Abstract
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Videogame aesthetics
Preface
In order to gain inspiration on what to write in the preface of this thesis, I looked for
some examples on the world wide web. The ones I found were mostly made up of
thank you notes and stories about the ancient origins of subject ideas, some of which
date as far back as high school.
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Videogame aesthetics
Table of Contents
1. Introduction ............................................................................................................. 5
2.1. Introduction..................................................................................................... 12
3.1. Gender stereotypes and videogames: the different realms of the problem .... 21
3.3. Conclusion...................................................................................................... 31
4. Conclusion ............................................................................................................ 33
References ............................................................................................................... 36
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Videogame aesthetics
1. Introduction
But even if, at least for some, women were indeed more interested in certain
gaming genres, that is not to say they would or could not be inclined to try other
genres (Heeter, 2014, 394-395). Other than there being a lack of female
representation in a number of games in general, female characters are often
sexualized. The frequent stereotypical and inaccurate portrayal of women, combined
with the social ostracization based on gender, could close the door to some games
for many female players. Those who would like to explore certain genres, might not
be able to do so, not because they do not like the games being offered but instead
because of the sexist behavior of others before, during, and after the playing
experience. Additionally, there might be a type of ‘flow’, in which stereotypical
portrayals used in-game confirm the sexist attitudes that exist in the real world, and
vice versa: sexist attitudes might be confirmed by stereotypical in-game portrayals
based on (a biased notion of) reality.
However, this essay’s main interest lies not so much in illustrating the societal
effect of including gender stereotypes in videogames as such, but rather in
investigating in what way this kind of stereotypical characterization might affect the
value of a videogame as an artwork. Therefore, the research question it aims to
1This percentage does fluctuate year by year, the average having been between 38% and 48%,
between 2010 and 2020 (Patridge, 2020, p. 168).
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Videogame aesthetics
2See §1.3.
3See also, for example: Abell (2012); Bourgonjon et al. (2017); Dezeuze (2016); Dickie (1969);
Schellekens (2022); Smuts (2005); Tavinor (2009).
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Videogame aesthetics
Naturally, there are a number of different beliefs regarding the nature of art,
what it means for something to be art, and how – or if – moral content affects an
artwork’s (aesthetic) value. Aestheticism, for one, holds that the dimensions
regarding art and morality are separate from one another (Kieran, 1996, p. 337).
Ethicism on the other hand, states that, depending on the case, ethical demerits may
sometimes count as aesthetic demerits and vice versa (Carroll, 2010, p. 251).
Additionally, where ethicism holds that any relevant ethical value or disvalue is also
aesthetically relevant, moderate moralism only counts those that affect uptake
(Carroll, 2010, p. 259).6 Moralism also states that the aesthetic-ethical value relation
is positive and invariant. In other words, ethical defects (or merits) are always
aesthetic defects (or merits) (Thomson-Jones, 2012, p. 278). (Strict) immoralism on
the other hand claims the aesthetic-ethical relation to be negative and invariant
(Thomson-Jones, 2012, p. 279). Thus, from the point of view of immoralism, an
artwork’s ethical defects can be aesthetic merits.
Then, how does art’s moral content affect its value as art? Kieran (1996, p.
337) explains that through promoting ‘imaginative understanding’ by one’s
engagement with art, it can be said that art is able to cultivate moral sensibilities. He
also reasons that one of the purposes of having the capacity to use imagination is to
allow for the possibility of being able to appreciate certain situations and
identifications not previously understood (Kieran, 1996, p. 339). So, engaging with art
cultivates an ability to ‘expose’ its appreciators to appreciate experiences that they
4 See §2.2 for a further explanation regarding the importance of identification and (moral) reflection.
5 This being relevant in virtue of the remainder of this paper running on the assumption that an
artwork’s moral content affects its (aesthetic) value as art.
6 In the context of this paper, uptake refers to an understanding of the intended message of a work, or
the author. Uptake could then ‘fail’, if the intended message is misunderstood or unperceived by the
audience. (See also §2.2 and §3.2. Additionally, see footnote 10).
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Videogame aesthetics
would have been unable to (imaginatively) understand prior to this engagement with
an artwork. As such, an artwork’s moral significance has to do with how it is able to
and allows us to explore our (moral) values and commitments (Kieran, 1996, p. 345).
By identifying with the characters depicted in an artwork, not only do we imagine
what those characters and their struggles represent, we might also be able to
imagine what it would be like to find ourselves facing those same struggles (and how
we would behave). Take, for example, van Gogh’s painting The Potato Eaters, which
depicts a group of ‘peasants’ having a dinner made up of – as the name suggests –
potatoes (Kieran, 1996, p. 345). If the audience is able to not only perceive the living
conditions of the peasants, but – by identifying with them – can imagine what it would
be like to find themselves in those same conditions, a certain (imaginative)
understanding of, for example, looking out for others might be cultivated. This is
precisely what van Gogh prescribes through this work (see also footnote 7).
The intrinsic ethical value a work of art possesses is thus not determined by its
depiction alone, but also by its attitude towards the portrayed subject and how the
work persuades its audience to reflect on that attitude (Thomson-Jones, 2012, p.
282). So, the (im)moral nature of an artwork can be of aesthetic value by allowing for
certain imaginative experiences of unethical perspectives that would be unable to be
portrayed or reflected on in such a way if said (im)morality was not present
(Thomson-Jones, 2012, pp. 289-290). Then, we might say that:
Sympathy for a character, admiration or horror at their actions and approval of the
attitude to life a work expresses, for example, can all be internally connected to moral
assumptions. Where this is so, the moral character of a work is relevant to its artistic
value. (Kieran, 2006, p. 133)
It is, after all, only through the particular descriptions, characterization, rhythm,
imagery, allusions, narrative structure, and so on, employed by a novel that it
expresses the particular attitudes constituting its ethical perspective. (Thomson-
Jones, 2012, p. 287)7
7 Kieran (1996) has a similar idea, namely that – in his example - van Gogh “(…), through the use of a
developed, formalized style, [he] is attempting to represent in a fresh, bold, and nuanced way how the
landscape may, in fact, be understood” (p. 344-345). Kieran then explains that the way in which the
landscape can be conceived of is expressed precisely by van Gogh’s use of certain colors and
brushstrokes. It is the particular way in which one can understand van Gogh’s landscape that warrants
the significance of the work.
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Videogame aesthetics
in an artwork’s value as art or not. Since, if the uptake ‘fails’, a given piece of art in and of itself could
still have provided its audience with the opportunity for moral reflection, even if a certain individual was
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Though I do not come to a strict definition of what exactly makes art art, I do take
a stance regarding the relation between aesthetics and morality. Throughout the rest
of this paper, I will regard Kieran’s (2006, p. 140) belief that the presence of
(im)moral content in an artwork might affect an artwork’s value as art, causing either
a decrease or increase in aesthetic value, to be correct. Furthermore, within the
context of this paper it will be assumed that an artwork’s moral content has an effect
on its aesthetic value.11 This assumption is relevant, when remembering that the
main question this paper is interested in exploring is as follows: “(how) can the
presence or absence of (female) gender stereotypes, by influencing one’s capacity
for moral reflection, affect a videogame’s aesthetic value?” In other words, the
inclusion of certain gender stereotypes might affect the capacity a player has
regarding his or her engagement with the game experience, which then could affect
the possibility for moral reflection. This will be explained further in the rest of the
paper, specifically in Chapter 2. Moreover, the examples used are mainly based on
unable to engage with the art ‘properly’. Additionally, an artist might unintentionally create a work that
contains a kind of meaning or message that was not intended by the artist to be present. So, the
audience might misunderstand or fail to recognize the intended message or gain an understanding of
something that was not (meant to be) present in the work. For example, a player might think (early)
Tomb Raider’s (Core Design, 1996–2003) Lara Croft wearing skimpy outfits is a ‘symbol’ of how
women can be both capable and alluring or recognize it as a ‘bad’ (gender) trope and engage in some
type of (moral) reflection on whether or not they agree with how Lara is portrayed through this type of
clothing. However, there does not seem to be any deliberate portrayal from the developers’ side
regarding the inclusion of this kind of stereotypical ‘female wardrobe’, i.e., the audience is neither
meant to find Lara’s outfit to be either a ‘positive symbol’ or an ‘opportunity for further deliberation
about these kinds of stereotypical portrayals’. If it is indeed the case that the audience can assign its
own meaning to a work, we might follow Barthes in saying that “the reader is the space on which all
the quotations that make up a writing are inscribed without any of them being lost; a text's unity lies
not in its origin but in its destination. (…) the birth of the reader must be at the cost of the death of the
Author” (Barthes, 1967, p.148). So, the person who engages with the work would be the one who
assigns its meaning (see also the concept of personal value: pp. 9-10). In the rest of this paper I have
attempted to refrain from giving a definitive answer to the question of whether or not uptake is
important to the artwork’s aesthetic value, though I do deliberate about it at certain points where this
concept is mentioned (see also §2.2 and §3.2).
11 At least in the cases that will be used as examples, since these consist of narratively driven
videogames that allow for moral reflection (see also Chapter 2). In favor of following the paper’s
argument throughout the remainder of this paper, the reader should (imagine themselves) to agree
with me that this is indeed the case, since I do not have enough words to explain why one should
necessarily agree with this statement.
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female gender tropes (see §1.1). However, some cases that include ‘stereotypically
male’ characterizations will be examined as well.
Now, to answer the research question, some steps need to be taken first. In
particular, these steps will consist of clarifying different concepts and underlying
‘assumptions’ (e.g., see §1.4). To start, Chapter 2 will explain the importance of
identity, interactivity and morality. Then, Chapter 3 will explore the use of gender
stereotypes by building further on the concepts illustrated in the second chapter and
making use of a number of different examples of gender tropes in videogames. This
paper will end with a conclusion and a brief discussion in the fourth chapter.
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Videogame aesthetics
2.1. Introduction
This chapter will focus on showing how players might identify with characters and
how this identification can bleed from the game world into the real world and vice
versa. Its relevance for the overall question of this paper can be found in the
explanation of how artistic value might increase because of identification, and how
bad gender portrayals might create a sense of disconnect and affect the possibility of
finding meaning through identification.
The difference between the protagonist of movies and most main characters of
videogames has a lot to do with agency (Aldred, 2014, pp. 374–375). The moviegoer
watches the action unfold. Meanwhile, the gamer takes part in said action by
controlling the player character, at least to some extent. By offering a number of
affordances and constraints, a videogame can shape a player’s feeling regarding his
or her sense of involvement with the game, by for example either allowing or not
allowing the player to interact with objects, choose certain dialogue options or
perform specific actions (Stang, 2019, p.4). An example, in which the player might
experience a ‘lack of’ involvement when they are presented with only redundant
dialogue options, would be David Cage’s Beyond: Two Souls (Quantic Dream, 2013).
There is a lack of affordance throughout the game, because the player is not offered
any meaningful dialogue options that have an effect on the outcome of the story.
Whatever dialogue options are chosen, the player gets to select the ending they
would like to see from a list of options near the end of the story. If, for example, the
player rejects all romantic advances of a non-playable character that is present in the
story, the player character can still choose the ending that depicts him as the ‘final’
love interest. Thus, there is a distinct absence of ‘real’ choices, actions that have
consequences, and a logical pay-off here.
As such, someone who plays a game makes decisions from both a player’s
perspective, as well as from the perspective of the in-game character. The player has
the capacity to fluctuate between identifying with the player character as an
extension of their own identity or to view the character as a separate entity, or
something in between. To what extent players identify with videogame characters
might be related to the nature of said character. For example, players might
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recognize that certain characters share a number of relatable opinions or traits with
them, without necessarily identifying with them on a deeper level. However, if the
character is more of a blank slate there might be more opportunity for the player to
project him- or herself onto the player character. One might even identify with the
character not only as an entity that is controlled by them, but as an avatar or
extension of their own being, since a player who is able to place his- or herself into
the role of the agent that performs some action, i.e., killing a dragon, often makes use
of first-person discourse when describing what event took place (Robson & Meskin,
2016, pp. 6-7). So, rather than a player stating that character ‘x’ killed a dragon, they
would say something along the lines of ‘I killed the dragon’. The first-person
perspective that players take on when they talk about their interactions with
videogames serves to illustrate the self-involvement present in (narratively driven)
games.12 This self-involvement also allows truth statements to be made about the
player, in the sense that what the player does in the fiction of the videogame can be
true. Moreover, what further separates the engagement with videogames from
engagement with other types of fiction is the parallel between playing a videogame
and playing a “childhood game of make-believe”, which cannot be said to exist for
(most) other types of fiction (Robson & Meskin, 2016, p. 7). Take Minecraft (Mojang
Studios, 2011) for example, in which the final objective of the game is to slay the
Ender Dragon.13 The player might also choose to customize their character, as to
resemble their own appearance or someone they might pretend to be. In this case,
i.e., by reflecting the player’s appearance and possibly adding an element or role-
play, the first-person discourse remains present. Then the phrase might become, for
example: ‘I, Moraxx the Destroyer, have just defeated the Ender Dragon!’
Note that it should be said that full character customization is not strictly
needed to (partly) identify with the player character. Players are in some
circumstances able to recognize themselves to such an extent in a non- or minimally
customizable player character that they can identify with them. Even without the
option to customize or pick your own appearance or gender, playing a videogame
can still be an immersive experience (Therrien, 2014, p. 471). In the case of the
12 Hence, (some) narratively driven videogames can be considered self-involving interactive fictions
(Robson & Meskin, 2016, pp. 6-7).
13 Minecraft might not be the most narratively driven game per se, but here it works as a simple
example to clarify the distinction between (self-involving) interactive fiction and fiction that lacks that
particular type of (self-involving) interactivity.
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Ender Dragon, once a player has completed their task of defeating it, he or she will
likely say ‘I just defeated the Ender Dragon’, even if the player character has the
default skin.14 Even role-playing does not strictly require customization, i.e.: ‘I, Steve,
have slain the Ender Dragon!’
As we engage imaginatively with the plight of these fictional others, we care about the
decisions they make and the consequences of their actions in the fictional storyworld.
14 The player might choose to pick a different ‘skin’, i.e., appearance, but there is a default character
(skin), named ‘Steve’.
15
See also §1.2 §1.3. Additionally, the rest of the argument can be followed best if the reader is in
agreement with this paragraph (see footnote 11).
16 Whilst this paper focuses mainly on identification as a ‘priority’, a player might also come to
appreciate an initially ‘unlikable’ or ‘bland’ character more, the more they see of that character. So, the
development of a meaningful relationship might take some time and must then be established prior to
having the possibility of identifying with the character. Take for example the character Clementine from
Telltale’s The Walking Dead series (2012). In the first game, or ‘season’, she comes across as a
‘stereotypical’ child, i.e., you could essentially replace her with any other child character. She mostly
comes to mean something to the player through her developing relationship with the main character.
However, in later installments she develops as a character and the player is able to better identify and
reflect on her – and in extension their own – (moral) choices in a meaningful way.
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In this way, the empathetic reader is practising a moral attitude of compassion and
sympathetic engagement with other(s) who differ to themselves. A central idea
defended here is that the nuances of moral judgement sometimes escape the black
and white depiction of analytic moral philosophy and are better expressed in narrative
form. (D’Olimpio & Peterson, 2018, p. 98)
17 In some cases the meaning of the work might actually be expressed by deliberately creating an
experience, which leaves the player feeling a sense of disconnect. The player could be addressed
directly, as is the case with the following line from Spec Ops: The Line (Yager Development, 2012):
“Do you feel like a hero yet?” This might prompt or even force players to actively reflect on their moral
standing (Heron & Belford, 2014, p. 20). The game might also reveal its fictional nature by ‘revealing’
that it is in fact a game that is being played (Van de Mosselaer, 2022, pp. 168-169). An example of this
can be found in The Stanley Parable (Galactic Cafe, 2013), in a segment where the player travels to a
specific part of the map to which the narrator states: “Alright fine. Go ahead Stanley. You want to know
so badly what's out there? You want to find out what lies at the end of this road you've chosen? Well,
don't let me stop you. You see, there's nothing here. I haven't even finished building this section of the
map, because you were never supposed to be here in the first place. Broken rooms, exposed
developer textures. Is this what you'd wanted? Was it worth ruining the entire story I had written out
specifically for you? Do you not think I put a lot of time into that…” (Encrypted Duck, 2020, 45:54)
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18 The kind of nostalgia that is meant here is what is called ‘media nostalgia’: “Media nostalgia (…)
describes the nostalgia that is triggered when one consumes exactly the same content and (…),
remembers the bygone experience during the current one” (Bowman & Wulf, 2023, p. 2).
19 “Narratives featuring rough heroines are not aesthetically valuable because (or when) they subvert
gender norms. They are aesthetically valuable because (or when) they successfully prescribe
allegiance; the subversion of gender norms makes allegiance more difficult to achieve and thus a
greater aesthetic achievement” (Clavel-Vazquez, 2018, p. 209). Similarly related, not appreciating a
game that is art or appreciating a game that is not art, when thinking about gender stereotypes, can
cause the player to not properly engage with the videogame. As such, he or she might also fail to
reflect on the use of stereotypical portrayals of gender, which renders both the meaningful use of
stereotypes and the subversion of gender roles ‘useless’.
20 ‘Without purpose’ refers to the medium itself allowing for the kind of moral reflection that is
necessary to appreciate a videogame as art, but not being able to actually provide this because of – in
this example – overshadowing personal value causing a failure in the uptake. To make this seem less
‘definitive’, one might say that a situation such as this one does not necessarily lower the aesthetic
value itself, but causes a sort of failure in the expression of its meaning as art (as was intended by the
artist). (See also §1.3 and §3.2).
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After the defeat of the first Colossus, all music stopped. I stabbed my sword into its
body while it cried out in pain one final time, and subsequently fell lifelessly down to
the ground. Calm music started and I almost threw up. Later I realized that I couldn’t
blame Wander for having killed the creature. He had his goal, just as I had mine. His
21 Note, again, that engaging in moral reflection does not need to be strictly ‘written into’ the game’s
narrative as such (Heron & Belford, 2014, p. 20). Questions of an ethical nature that get presented
directly to the player, as is the case in Spec Ops: The Line (Yager Development, 2012), whilst
separate from the in-game narrative, confront the player with a moral dilemma that has no
consequences in the fiction itself.
22 The example that will follow is based on my personal experience.
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endgame was to defeat the sixteen Colossi so that his love would be returned, while
mine was to aid him in their defeat so that I could see what would happen after I did
so. For both me as the player and Wander as the protagonist the Colossi became a
means to an end.
What adds to that feeling of guilt is that the Colossi themselves have a peaceful
nature overall. Some of them only attack you when you trespass into their territory,
while some of them need to be provoked and one of them doesn’t even defend itself
once. However, I have progressively started to sympathize not only with them, but
empathize with Wander. I can place myself in his shoes, because I can imagine
partaking in a morally questionable task in his situation. I had quite a difficult time
coming to terms with this at first. Certainly, I would not be like Wander and harm the
innocent, but the truth is not that. I too would place the lives of some over the life of
one, if that one person meant everything to me. Wander and me aren’t so unalike
after all then, because neither of us reveled in the killings themselves. (Schrik, 2021,
p.2)23
There are however certain limitations. A player cannot always act according to what
they would choose to do, if given ‘complete’ freedom, i.e., if they were not held back
by certain fixed narrativeevents or game mechanics. Following the importance of
identification, that also means you cannot always be the person you want to be or
would like to be. An example comes in the form of a game having bad dialogue
options that can be unrelated to the character as such or the overall story. A rather
funny example is the fact that in The Witcher 3: Wild Hunt (CD Projekt, 2015) the
main character can ask a number of random strangers (NPCs) if they would like to
play a card game, named Gwent. Whilst there are better examples of bad dialogue
(options) to be found, this particular case is a nice illustration of how ‘silly’ options can
break immersion, which then could lead to a diminishing of the opportunity to identify
with or reflect about the character and their – or the player’s – (moral) choices.
A related issue might be choices that are presented by the game as being
meaningful to the overall narrative, i.e., that affect the story and more specifically its
ending, but that end up having little to no effect on the outcome of the narrative. An
obvious example of this would once again be the ‘choose your own ending’ screen in
Cage’s Beyond: Two Souls (Quantic Dream, 2012). Here, the player can choose
23This excerpt was taken from an essay I originally wrote for the course Play and Game (2021).
(Additionally, I had my last name changed sometime last year, explaining the difference there).
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whatever ending they would like to see, mainly having to do with what character(s)
the main character ends up reconnecting with, even being able to pick an ending in
which she ends up staying with someone she (should have) had a negative (through
the player’s choices) relationship with. So, on one hand, having choices that have
consequences pertaining to which ending to the story the player gets to witness,
plays into the interactive nature of videogame fiction (Robson & Meskin, 2016, p. 25).
It is exactly because the player is expected to play a role within the story that their
choices and deliberations matter and in extension that the narrative ends in a way
that is at least to a certain degree consistent with the actions made by the player.
On the other hand, it might be noted that engaging in the game, by performing
actions and by morally reflecting on those actions, does not necessarily require (all)
actions or choices to determine what ending one gets (Stang, 2019, p.1). For
example, another videogame which has a reputation of presenting the player with
false choices is Telltale’s The Walking Dead (2011). In the game a notification will
appear on the screen after a conversation between the player character and an NPC,
notifying the player that “‘x-character’ will remember that…”. Many of the dialogue
options have little to no effect on how the story plays out, hence the notification is in a
way misleading. Furthermore, the ending, whilst having slight variations depending
on some of the choices the player has made, remains mostly the same regardless of
what choices the player makes throughout the game: with the main character Lee
always ending up diseased. The way in which he dies varies from getting shot out of
mercy to turning into a ‘walker’ (zombie). Note that having only a single ending like
this can add a meaning of its own, which in this case might be something along the
lines of ‘no matter what you do, this is inevitable.’
In short, one could suppose a lack of player influence on the outcome of the
narrative points to a ‘failure of the game as a game’ by presenting the player with a
“distinct story and a distinct game rather than a story told through a game”
(Jurgensen, 2020, p. 75). However, depending on the context, a game might want to
invoke a sense of ‘uneasiness’ regarding agency and the meaning of (moral)
choice(s), at times going as far as to subvert expectations (Stang, 2019, p. 1; Van de
Mosselaer & Gualeni, 2022, p. 66).
This chapter has focused mainly on showing how the interactive nature of
videogames relates to certain important aspects like identification and immersion.
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Furthermore, the aesthetic value of a videogame was linked to its ability to encourage
players to engage with the game in such a way as to allow moral reflection. In the
next chapter it will become clear how the use of gender stereotypes in videogames is
related to these concepts.
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3.1. Gender stereotypes and videogames: the different realms of the problem
As was mentioned in the previous chapter, the next step in the argument is to ask
where the use of stereotypes and its effect on a videogame’s aesthetic value comes
in. However, some distinctions about the use of stereotypes and the presence of
sexism, in this particular context, need to be made first. More specifically, this
regards the different ‘dimensions’ in which these can be found. Because, when
talking about the use of female stereotypes and the issue of sexism within the context
of the gaming world, there are roughly three: the ‘real-life’, the ‘mixed’, and the ‘in-
game’ dimension.
The real-life dimension encompasses sexism in and around the gaming community
as a whole. This type of sexism and/or harassment of female or ‘other’ gendered
players is present outside of the game, but can influence how people choose to act in
the game. For example, engagement with a game might feel limited, if the ability to
explore one’s (gender)identity suffers from external limitations, such as the
expectation to conform to certain ‘accepted’ gender roles. Such a biased way of
thinking also manifests itself outside of videogame environments (Brehm, 2013). An
example is the lack of visibility regarding the presence of female professionals in the
gaming industry (Heeter, 2014, pp. 396–397). Additionally, a woman is often seen as
a female (gamer), as opposed to a (male) gamer.24 Lastly, videogame marketing is
often catered towards a ‘heteronormative’ male player base Promotional material is
often seen to feature the male version of the player character as opposed to a female
counterpart (Sarkeesian, 2013, 20:59). This once again solidifies the view of a male
protagonist being the default or obvious choice.
24In general, many people still seem to associate the term ‘gamer’ with someone who is a male-
gendered player ( Paaßen et al., 2017, p.421; Schiano et al., 2014, p.66). Moreover, it is interesting to
note that female players seem to be less inclined to refer to themselves as gamers, when compared to
male players (De Grove et al., 2015, p. 354; Kuss et al., 2022, pp. 5–6). So, it might be said that, in
general, ‘being a gamer’ is more often part of someone’s identity if that person is male, than if they
were female.
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Second, the mixed dimension is mainly concerned with sexism and harassment
within the game itself, done by and to real players. Different from the real-life
dimension, the mixed dimension is categorized by in-game behavior, such as
harassment or sexual assault. MMORPG’s or other forms of online gaming, for
example, often include gender customization options (Brehm, 2013). However,
freedom of choice is often limited. Women might be forced to play as a male
character, in fear of experiencing in-game harassment from other players if she were
to choose a female avatar. Additionally, a male player might pick a male character,
because playing as a girl might be perceived as feminine by himself or other male
players. Thus, gender-based stigmatization can transfer between in-game worlds and
the real world. Whilst this ‘external’ issue does not necessarily affect the aesthetic
value of the game (as a videogame) as such, i.e., when looking at the medium itself,
the normalization of sexist attitudes in the real world could have an effect on whether
or not people recognize that this type of value is present and are able to appreciate
the experience as an aesthetically (and therefore morally) valuable one.
The third and final - in-game - dimension has to do with the in-game portrayal of
female stereotypes and the use of tropes. This can range anywhere from (player)
interactions with NPC’s and the environment to avatar customization options or the
role of certain characters within the story, not necessarily influenced by factors
outside of the game itself, i.e., members of a gaming community or players that
engage in online gaming.
22
Videogame aesthetics
for playing the game. For example, in the MMORPG World of Warcraft’s latest patch
the options for gender remain mostly the same appearance-wise, namely the avatar
can either be ‘male’ or ‘female’ (Blizzard Entertainment, 2004). The change lies in the
labels and icons given to the option. The icons have changed from the Mars symbol
and the Venus symbol to what is more commonly seen as a masculine outline and
what is generally thought of as a female silhouette. These two options are labeled
‘body 1’ and ‘body 2’, expressing either a masculine or feminine appearance
respectively. In the end, this only works to emphasize the concept of gender as a
dichotomy and the idea that the masculine appearance is the first or default setting.
So, giving players the choice between playing as a male or female character does
not automatically lead to a more inclusive environment, a better portrayal of female
characters, or a solution to any other related issues.25
This might, albeit implicitly, convey a message to players that even though
men are not supposed to dress ‘feminine’ they nonetheless remain themselves, for
25 As briefly mentioned with ‘the mixed dimension’, the absence of an inclusive environment might
affect the ability of (some) players to appreciate the (aesthetic value of) the game or cause them to
misinterpret what exactly the use of stereotypes within the game could be trying to teach them or
make them (morally) reflect on. So, it might be noted that it could be important or at least interesting to
think about whether, in addition to the question regarding stereotypes and their influence on aesthetic
value, a work’s aesthetic value and the opportunity for ‘genuine’ moral reflection is influenced by the
ability of the player to properly appreciate the work of art (by willing to recognize it as such). Again, this
does not answer the main question directly, but does deem important when one thinks about the
purpose of the art, i.e., even if it has aesthetic value (in the context of this paper, influenced by the
manner in which stereotypes might or might not be used), but cannot be appreciated as a result.
23
Videogame aesthetics
the most part. This is in contrast to women seemingly gaining ‘masculine’ traits when
dressed as men, but falling back into their gender assigned roles once they are
revealed to be a woman in disguise after changing back into a more feminine outfit.
In short, this example shows how, although not necessarily normal or desired, the
narrative is still quite ‘forgiving’ when a man dresses up ‘as a woman’ (at least for the
purpose of disguising himself). And the same cannot - not always, but often - be said
in the case of the reverse being true, i.e., in the case of Princess Zelda.
A videogame’s interactive nature allows its players to act within the story, so they are
able to take action and to feel some sense of responsibility regarding the actions
performed.
Such a form of moral education - letting players experience the other side of
the coin - would lend itself to enhancing the aesthetic value, because it allows people
to gain a sense of empathy and become not only more appreciative of the singular
elements but of the game as a whole, while also undergoing character development
24
Videogame aesthetics
Then, if the uptake fails, there might be a lack of understanding in regards to the
message, which the use of stereotypes was meant to convey to the player. In turn,
this might leave the player feeling none the wiser and by the absence of genuine
25
Videogame aesthetics
appreciation, since no new perspective or opportunity for exploration of the self was
gained here, the aesthetic value as a whole might suffer. Though, as mentioned
before, it might be debatable if the artwork’s value as art is directly influenced by a
failed or successful uptake, considering the fact that the work in question might give
its audience the opportunity for moral reflection even if that opportunity is not fully
utilized by a part of the audience. Another related question is in regard to the
possibility of an ‘unintentional uptake’, i.e., the audience perceiving a (moral)
message to be present that was not put there by the game developers or writers. For
example, if Metal Gear Solid V’s female character Quiet wearing a bikini - because
she supposedly breaths through her skin, whilst Metal Gear Solid 3’s male character
The End did not, though he supposedly breaths through his skin as well - makes one
question whether or not this is just tasteless fanservice or social commentary on the
sexualization of women, one certainly seems to gain something from their experience
in terms of moral or ethical reflection regarding these kinds of gender-based
normalizations of the different ways of portraying female-presenting and male-
presenting characters (Schreier, 2015).26
Another way to go about this could be to try finding a ‘balance’ in regards to using
some stereotypical behavior to mirror how such behavior can be present outside the
game world as well. For example, a character who is made comically strong might
come across as just another overpowered videogame character, as opposed to
portraying a strong and relatable female protagonist. In Assassin’s Creed III:
Liberation (Ubisoft Sofia, 2012), the main character Aveline is an example of how a
26
Perhaps we might say whether or not the failure or success of the uptake – and its ‘intended
content’ – affects the art (as art) directly is influenced by a player’s ability to engage with the game
without getting overly distracted by the (undeliberate) absurdity regarding gender stereotypical
portrayals of characters. However, since this paper is mostly concerned with the in-game dimension,
i.e., the (narrative) elements that are present within the game world itself, this specific line of thought
will not be explored in further detail as of now. (See also §1.3 and §2.2).
26
Videogame aesthetics
‘balanced’ character might be portrayed. During the game, she can take on ‘The Lady
Persona’, which consists of her wearing a dress with a rather large skirt. A
disadvantage of adopting this persona is that Aveline cannot sprint as fast as she
usually would. If she were still to be able to do so it would only come across as her
being overpowered, because the dress would likely get in the way. So, if she were to
sprint in the dress, at the same capacity as usual, it might paint a picture of her as a
fictional woman having fictional capabilities and might fictionalize the concept of
powerful women in general. However, this persona still has its advantages, for
example by allowing Aveline to carry around a parasol gun or charming guards.
Since, the charming of the guards is explained as being part of a persona Aveline
quite literally puts on, the ‘negative’ trope of a flirty woman is utilized both as a
coherent part of the videogame pertaining to both the fiction and gameplay, whilst
making the player question the motivations to act in such a way. Thus, making sure
not to create a sense of ludo-narrative dissonance - referring to a ‘clash’ between
what can be done through gameplay and what is told by the narrative (Paez, 2020) -
by portraying female characters as having certain disadvantages within the story’s
context, while also showing them to be able to overcome those disadvantages.
This might again encourage the player to think about how the character is treated
because of their (gender) identity and gain some perspective through exploring their
own views and experiencing certain (gender-related) hardships from someone else’s
perspective. By then comparing the other’s perspective with one’s own perspective,
he (or she) might then be able to further explore his or her own identity – especially in
relation to what it means to be someone (else) – as well, adding to the aesthetic
value of the experience through the acquiring of self-knowledge, which is also
relevant when put into a broader perspective, i.e., that of people who identify
27
Videogame aesthetics
differently from the person in question and in relation to how certain (sexist) ideas are
imbedded into society at large and one’s own views on the matter.
The importance of this opportunity to ‘step into someone else’s shoes’ also
illustrates why the utilization of ‘gender blindness’ does not classify as a way to
subvert gender roles. In other words, treating all genders as if they were all the same
does not work to subvert gender norms, as is shown by the attempt to do so by the
developers of Assassin’s Creed Valhalla (Ubisoft Montreal, 2020). Within this
installment of the Assassin’s Creed series the player controls Eivor, who is female
according to canon, but can be changed to resemble either a female or a male
character at any point in the game if the player wishes to do so. However, the main
character being treated the exact same way regardless of gender could send out the
message that the aforementioned issues related to sexism are not present or
important, exactly because of the game not acknowledging that gender is not only
about someone’s physical appearance. An earlier title in the series, Assassin’s Creed
Syndicate (Ubisoft Quebec, 2015), makes a better attempt at creating a nuanced
portrayal, by having two playable protagonists, one of which is male and one of which
is female. Both of these characters have their own weaknesses and strengths that fit
with their personalities and work in the overall narrative. In other words, utilizing
gender blindness to try and avoid stereotyping might have the opposite effect, since it
goes to show that dialogue does not really matter, i.e., a man or woman saying the
same thing is treated no different, whilst in reality that is often not the case
(Euteneuer, 2016, p. 121).
28
Videogame aesthetics
29 A nuanced use of gender stereotypes is also found in Red Dead Redemption 2’s player character,
Arthur Morgan. Arthur’s character at the start of the story can be said to contain “clear masculine
codes signifying his strength and propensity for violence” (Henley, 2020). However, his character
development sees him becoming a more rounded or developed character, showing signs of
vulnerability that breaks with the view that ‘only (toxic) masculinity is manly’.
30 The opposite - regarding the portrayal and use of trauma within the narrative – is true for the games
made by David Cage. Recall that in, for example, Beyond: Two Souls (Quantic Dream, 2013) the main
protagonist can always end up in a romantic relationship with the main love interest, regardless of
decisions made by the player. This is even more jarring if the player comes across an almost
unavoidable – in that the game pushes the player towards this path – scenario during which she
almost gets raped. However, the only consequence of this traumatic event is that she does not sleep
with the main love interest on a single occasion later in the story. So, there is no ‘pay-off’, because the
traumatic event is just there to ‘take up space’ as it were.
31 An interesting side note here is that in a study by Desai et al. (2017) it was found that female players
appreciate the portrayal of complex behaviors by videogame characters more than their male
counterparts. Additionally, the ability to identify emotions showed no noticeable difference for either
male or female gamers, with the only exception being anger. Females showed a significantly better
ability to identify angry characters in comparison to males. So, female players are both more
successful in identifying emotions related to anger and have a preference that in-game characters
show complex behaviors. Thus, suspension of disbelief might also be harder for female players to
accept, since more complex behaviors might be akin to the expression of realistic behavior (i.e., not
strictly conforming to gender roles or the use of stereotypes). Again, in this case the portrayal of an
‘angry female character’ can add to the value of the game when it serves a purpose beyond merely
existing as such.
29
Videogame aesthetics
This line of thought also holds true when thinking about a character’s clothing or
overall appearance. A character can be portrayed as ‘sexy for the sake of being sexy’
- i.e., Lara Croft in most early games from the Tomb Raider series (Core Design,
1996–2003) - or they might not be characterized by any gender trope - as is the case
with Beyond Good & Evil’s (Ubisoft Pictures; Ubisoft Milan, 2003) protagonist Jade -
by preferring to wear cargo pants over skimpy shorts. However, a ‘balanced’ use of
stereotyping might be a good alternative, if a character’s sexualization has a role in
the story by adding a ‘layer’ to their characterization or motives. Disco Elysium’s
Klaasje, for example, “exudes sex and finds [herself] in troubling situations, [but the]
use of [her as] a sensual character is able to say something – both narratively and
mechanically (Van Den Elzen, 2022) – in the story” (uricksaladbar, 2022, sec. Disco
Elysium's Klaasje - By Hirotonfa).
32 I.e., for the use of gender stereotypes to add to the videogame’s (aesthetic) value.
33 The controller also vibrates to illustrate the strength it takes to do this as well as the Colossus’
struggle to shake the player off - since most of them are so large in size climbing them is the only way
to get to the weak points – adding to the player’s feeling of active engagement in the narrative.
30
Videogame aesthetics
solely as the main character’s motivation to go on his quest, while for the player she
serves as both a plot device (i.e., curiosity as to if she will be saved) and a way to
almost confront the player with their actions. Since she is a flat character, the conflict
here is not strictly between wanting to save her, but having to kill the Colossi.
Instead, she becomes more of a background in the conflict between the player and
the player character and the decision whether to keep playing to see the story come
to an end or to give up because your actions are morally questionable. This allows for
a quite interesting perspective in which there is both a sense of immersion - the
player feels responsible for the player character’s actions - as well as a sense of
disconnect from the player characters, because the player is the one who questions
his actions while the main character only (seems to) feel determined. If the typical
‘saving a deceased loved one, often a woman, by doing such and such to bring back
their soul’ trope was not used, the player might not have felt as much conflict,
because they too might have been motivated to bring the princess back to life if she
was a fully developed character.34 And in turn, the moral dubiousness of the player
(character) might have made for a weaker narrative in that their actions would be or
feel more justified.
3.3. Conclusion
This chapter primarily focused on the way in which someone’s (gender)identity and
the playable character in a videogame could be related, as well as how certain
gender stereotypes and ideas about gender roles have the ability to transfer from the
real world into the game world and vice versa. Additionally, it was addressed how
online harassment and offline harassment that stem from sexism can feed into each
other, resulting in the risk of excluding female gamers form the gaming community at
large and justifying the normalization of both the online and offline expression of
sexism. So, the portrayal of gender stereotypes in videogames, especially those in
which avatars can be created by the player, caused by existing beliefs that are sexist
in nature might serve as a reinforcement of those ideas. Then, by having such
portrayals be present in the game, these sexist views might transfer back into the
broader world outside of the game, thereby only strengthening them further.
34Also known as Damsel in the Refrigerator, this trope “(…) occurs when the hero’s sweetheart is
brutally murdered and her soul is then trapped or abducted by the villain” (Feminist Frequency, 2016).
31
Videogame aesthetics
In short, it appears that the use of gender stereotypes has a mostly negative
effect on the gaming experience as a whole, at least in the context of online games
that feature a customizable avatar and allow for the player to choose whether that
character is either male or female. Nevertheless, as has been addressed, even if
multiple (non-stereotypical) gender options are present, the in-game environment and
community surrounding it often do not provide a safe space for people to fully explore
all options regarding their choice of gender. Though gender stereotypes might prove
to not be exclusively negative in all cases, if they are used thoughtlessly they
enhance existing sexist ideas and cause a sort of narrowness when it comes to being
able to express oneself freely (and as a part of the community) Thus, it hurts the
game’s aesthetic value by making some players unable to explore their identity freely
and subsequently not allowing for an engaging experience, through which (moral)
reflection is possible.
However, there might be one ‘positive’ aspect that can come from the sexism that
is present here, if those who usually fill the role of the ‘alpha male’ so to speak, are to
be placed in the shoes of the ones who have to deal with the numerous forms of
(sexual) harassment. By, for example, having a man play as a female character,
without revealing he is a man, he could experience a fraction of what it is like to be a
member of the oppressed party. There then exists a meaning outside of the narrative
itself, namely that of confronting privileged players that do not usually have to deal
with the issues surrounding sexism as were discussed here with the perspective of
those who are forced to face such problems on a regular basis. Thus, it seems
plausible that there is at least some sense of appreciation to be had here by creating
in a way a narrative outside of the narrative. The experience itself then becomes
more about how the player feels about himself, rather than about how he or she feels
about any specific videogame (character) in particular.
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Videogame aesthetics
4. Conclusion
4.1. Summary
This paper aimed to formulate an answer to the question to what extent the use of
stereotypical portrayals of female characters in videogames might be able to either
enhance or decrease its aesthetic value.
A videogame’s aesthetic value, within the context of the paper, depends on its
ability to allow its player to have an immersive experience on which they can reflect
upon themselves, and more specifically use that to explore their identities and
question their moral convictions. Throughout the paper a number of examples were
used to illustrate how the use of gender stereotypes, in the form of tropes used when
portraying (mainly) female characters in videogames, can affect a game’s aesthetic
value.
It was shown how player identification with fictional characters might bleed black
and forth between the game world and the real world and how outside influences
such as established beliefs of sexism can restrict someone’s ability to explore their
identity. Often people cannot be who they want to be and might not have the
possibility to see themselves in the player character, which in turn impacts the
experience’s aesthetic value in that it does not allow for further moral deliberation
pertaining to oneself. Cases of virtual sexual assault and harassment were also
briefly discussed, since the identification that could have been present before such
situations might have been lost by experiencing these events.
Additionally, it was shown how game mechanics do not always allow the player to
make the ‘right’ decisions. Moreover, the relationship between fiction and gameplay
was considered, as well as the concept of ludo-narrative dissonance and how the
way in which certain portrayals of female characters were portrayed in the narrative
was supported by the mechanics. Videogames that do not allow for ludo-narrative
dissonance, i.e., if the fiction and gameplay do not conflict with one another, might
allow for a more immersive experience. However, one could argue that the presence
of ludo-narrative dissonance, because of the sense of disconnect, might highlight
how ‘ridiculous’ some stereotypical portrayals might be.
33
Videogame aesthetics
Lastly, the notions of sentiment, nostalgia and personal value were touched upon.
On the one hand, this was meant to give some nuance to the value of videogames by
clarifying that the absence of aesthetic value does not equal a lack of any and all
value overall. At the same time however, it should be remembered that something
that has personal value might not have artistic value and that even if something does
have artistic value, that personal value almost always plays some kind of role,
resulting in the experience itself being different depending on the player.
Moreover, this paper briefly touched upon the notion of personal meaning or
value and how it differs from aesthetic value. Within the context of this paper,
personal value was linked primarily to feelings of nostalgia and the experience of
emotions, not necessarily related to further moral reflection, but more attention might
be brought to this subject in further research. To clarify, it could be an interesting
35 Again, whether this is true or not is debatable (e.g., see the last point in §4.2).
34
Videogame aesthetics
starting point to look at how personal value might influence a player’s appreciation of
a videogame – fitting with this theme, in particular with regards to videogames
containing certain stereotypical ‘gendered’ portrayals of its characters - through
feelings of nostalgia or other emotions.
Lasty, the question of whether or not the (failure of) uptake of the message of a
work of art directly influences its value has been brought up a number of times, but
has been left mostly unanswered as of yet. Perhaps this would also make for a topic
of interest for further research. In addition to the question regarding the influence of
the uptake failing or succeeding, it could be interesting to look into how the presence
of ‘unthoughtful’ gender-based stereotypes might cause an ‘uptake’ in the audience,
without the developers or writers of the game actually having deliberately meant for
the audience to take away any particular message from their specific use of
stereotypical portrayals in said videogame.
35
Videogame aesthetics
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