Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games

Detalhes bibliográficos
Autor(a) principal: Droumeva, Milena
Data de Publicação: 2019
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v7i4.2300
Resumo: Video games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.
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spelling Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Gamesbattle cry; games; gender; media; representation; sound; voiceVideo games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.Cogitatio2019-12-20info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v7i4.2300oai:ojs.cogitatiopress.com:article/2300Media and Communication; Vol 7, No 4 (2019): Video Games as Demanding Technologies; 186-1972183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/2300https://doi.org/10.17645/mac.v7i4.2300https://www.cogitatiopress.com/mediaandcommunication/article/view/2300/2300https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/645https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/646https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/647https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/733Copyright (c) 2019 Milena Droumevahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDroumeva, Milena2022-12-20T10:59:01Zoai:ojs.cogitatiopress.com:article/2300Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:13.431438Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
title Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
spellingShingle Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
Droumeva, Milena
battle cry; games; gender; media; representation; sound; voice
title_short Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
title_full Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
title_fullStr Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
title_full_unstemmed Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
title_sort Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games
author Droumeva, Milena
author_facet Droumeva, Milena
author_role author
dc.contributor.author.fl_str_mv Droumeva, Milena
dc.subject.por.fl_str_mv battle cry; games; gender; media; representation; sound; voice
topic battle cry; games; gender; media; representation; sound; voice
description Video games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.
publishDate 2019
dc.date.none.fl_str_mv 2019-12-20
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://doi.org/10.17645/mac.v7i4.2300
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url https://doi.org/10.17645/mac.v7i4.2300
identifier_str_mv oai:ojs.cogitatiopress.com:article/2300
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/2300
https://doi.org/10.17645/mac.v7i4.2300
https://www.cogitatiopress.com/mediaandcommunication/article/view/2300/2300
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/645
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/646
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/647
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2300/733
dc.rights.driver.fl_str_mv Copyright (c) 2019 Milena Droumeva
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2019 Milena Droumeva
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Cogitatio
publisher.none.fl_str_mv Cogitatio
dc.source.none.fl_str_mv Media and Communication; Vol 7, No 4 (2019): Video Games as Demanding Technologies; 186-197
2183-2439
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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