Documentary / Talk
Tropes vs. Women in Video Games aims to examine limiting, sexist patterns associated with female representations in games, and to illuminate how these patterns reinforce and perpetuate harmful attitudes about women in our culture.


This video explores how the Damsel in Distress became one of the most widely used gendered cliché in the history of gaming and why the trope has been core to the popularization and development of the medium itself. As a trope the Damsel in Distress is a plot device in which a female character is placed in a perilous situation from which she cannot escape on her own and must then be rescued by a male character, usually providing a core incentive or motivation for the protagonist’s quest.

This is the second in a series of three videos exploring the Damsel in Distress trope in video games. In this installment we look at “dark and edgy” side of the trope in more modern games and how the plot device is often used in conjunction with graphic depictions of violence against women. Over the past decade we’ve seen developers try to spice up the old Damsel in Distress cliche by combining it with other tropes involving victimized women including the disposable woman, the mercy killing and the woman in the refrigerator.

This is the third installment in our three part mini-series exploring the Damsel in Distress trope in video games. In this episode we examine the rare Dude in Distress role reversal and then take a look at the use of “ironic sexism” in retro inspired indie games. We conclude with an investigation of titles that attempt to subvert or deconstruct the traditional damsel narrative.

In this episode we examine the Ms. Male Character trope and briefly discuss a related pattern called the Smurfette Principle. We’ve defined the Ms. Male Character Trope as: The female version of an already established or default male character. Ms. Male Characters are defined primarily by their relationship to their male counterparts via visual properties, narrative connection or occasionally through promotional materials.

In this episode we explore the Women as Background Decoration trope which is the subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players. Sometimes they’re created to be glorified furniture but they are frequently programmed as minimally interactive sex objects to be used and abused. Sexual objectification is the practice of treating or representing a human being as a thing or mere instrument to be used for another’s sexual purposes. Sexually objectified women are valued primarily for their bodies, or body parts, which are presented as existing for the pleasure and gratification of others.

This is the second episode exploring the Women as Background Decoration trope in video games. In this installment we expand our discussion to examine how sexualized female bodies often occupy a dual role as both sexual playthings and the perpetual victims of male violence. The Women as Background Decoration trope which is the subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players. Sometimes they’re created to be glorified furniture but they are frequently programmed as minimally interactive sex objects to be used and abused.

In the debut episode of our series on Positive Female Characters, we celebrate the Scythian, the protagonist of Capybara Games’ 2011 release Superbrothers: Sword & Sworcery EP. This episode examines how Sword & Sworcery employs widely recognizable action adventure game tropes to make the Scythian’s quest feel like the stuff of video game legend, and how in doing so, it asserts that women can fill the role of the mythic hero as effectively as men can.

This episode of our series on Positive Female Characters focuses on Jade, the protagonist of Ubisoft’s 2003 action-adventure game Beyond Good & Evil. We examine how plot elements, gameplay mechanics and smart dialogue work together to make Jade a relatable protagonist who is defined by her professional talents, her altruistic convictions, and her bonds with friends.

Content Warning: This educational episode contains game footage of a graphic sexual nature. This episode explores the numerous ways in which the Women as Reward trope manifests in video games. The trope occurs when women or women’s bodies are employed as rewards for player actions, a pattern which frames female bodies and sexuality as collectible or consumable and positions women as status symbols designed to validate the masculinity of presumed straight male players. We then discuss how this trope both reflects and reinforces the pervasive, socially constructed mentality of male entitlement that operates in the background of our culture.

This totally free supplemental add-on content pack for our Women as Reward video examines how women’s bodies are used not just as a reward for in-game actions but also, via paid downloadable content, as a reward for spending actual money. We then address the most common defense of this kind of objectification and commodification of women’s bodies: the argument that “sex sells.” This video is intended as a supplement to our Women as Reward video, which we recommend watching first.

Self

It's one of the biggest video games of all time, a groundbreaking brand that became a worldwide phenomenon, spanning generations—but it almost never happened… Now, 36 years after the first game's release, EA SPORTS gives viewers unprecedented access to the makers of game that changed the game, and our culture too.

EP Daily is a daily news television show that covers movies, TV shows, comic books, collectibles and gadgets. Created and executive produced by host Victor Lucas, and his Vancouver, British Columbia production company Greedy Productions Ltd, EP Daily has been a staple on airwaves since its debut in September 1997.

Diggin' In The Carts shines a spotlight on the composers who created a style of music that has had an immense impact on modern pop culture. From the personal studios of these legendary composers, to the concert halls of Japan where symphony orchestras are performing their compositions to sold-out crowds today - the series will document how the music of video games was created, what inspired it, and how it evolved into its own cultural phenomenon. Peppered with commentary from some of modern music’s finest DJ’s, musicians and electronic producers from around the world, the documentary also shows the influence these Japanese composers had on the world - and the world of music.

Delve into the world of video game box art with the artists responsible for some of gaming’s most iconic images ever created. Hear about the creation process, discover easter eggs hidden in plain sight, see alternate cover art options, and learn how the gaming industry evolved from infancy until now. Welcome to Video Game Box Art: The Stories Behind the Covers.

The comedian and writer Henar Álvarez sits on the throne of 'Al cielo con ella', the new RTVE Play programme. A mischievous, irreverent, transgressive and vindictive interview space in the purest Henar style. The stage of the Quique San Francisco theatre in Madrid will witness the passage of popular guests with interviews full of humour in which the voices of women who have a lot to say will be heard. The music band 'Manny Calavera' will be in charge of setting the rhythm for a programme in which there will be no shortage of surprises.

Cybernet was a weekly video gaming magazine programme, originally broadcast overnight on the ITV network in the United Kingdom. The programme was commissioned by Yorkshire Television and produced by Capricorn Programmes and also aired on GBC TV in Gibraltar. It was broadcast overseas on Dutch, Brazilian, Mexican television, the channel 2M TV in Morocco and the 4 channel in Russia, with local voice-overs. The programme featured reviews, previews, tips and reports on video gaming and computer technology.

Veronica Belmont & Brian Brushwood can't live without video games. They'd literally die. TWiT's first video game show, Game On, fixes this. They are sustained by playing games and then gleefully bringing you news, reviews, and commentary about console and PC games that you'll get nowhere else. Please watch Game On, it's a matter of life and death.