4th European Feminist Research Conference

 

 

 

FINAL FANTASIES: VIRTUAL WOMEN BODIES/INTERACTING AND INNER-ACTING

 

 

 

 

Laura Fantone

Sociology Program

Graduate School and University Center

City University of New York

365 Fifth Avenue

New York, NY 10016

lfantone@gc.cuny.edu

or: laura@women.it

 

 

 

 

 

 

 

Workshop 5 Lara Croft and her sisters:                                     Afternoon session II (cyber)space

 Language, Communication and the new ITC's

 


Abstract:

  A few years (decade) before the turn of the century, (and the millennium), for the first time, masses of people experienced a new type of game, taking place in virtual spaces: videogames.

In this paper I assume that this establishes a different mind-body relation, not easy to define, yet already very popular, which I analyze mainly in the specific form of a new genre and site of imagination of new women bodies.

In videogames, the storylines are based on a mixture of other media fictions. As a consequence, women bodies are omnipresent and stereotypical, because of the market logic underlying these new media productions.  Nevertheless, I argue here that there is a fundamental innovation in the concept of interactivity in videogames, which shapes new identities and experiences of acting through other bodies.  The “dominant male erotic gaze” on women’s virtual bodies is often placed on other “empowered bodies”, trans-species bodies, in an interesting mixture of elements of exoticism and grotesque.   The virtual spaces and actions are analyzed here both for  their exoticism (the recurrent fascination and presence of elements such as death, fear, surprise, thrills...) and the realism necessary to involve the user’s senses in effective ways.

Another level of analysis is seeing interaction in the games as a process of imagination, of   “inner-action”: the game user acts through another body, which he/she controls: this involves a degree of internalizing of the virtual character and its body. In this process I argue there is a possibility not only for a resisting oppositional gaze, but also for subversive uses and practices, beyond the commercial aims of the games designers.

As gendered subjects, as women, to have a virtual body to play with is a liberating appropriation of a space, of an action, and a narration not designed for us –even if still just virtual! -. This option does not deny the existence of oppressive ways of experiencing  virtual bodies: the fact that a female body becomes a mathematical series of polygons, out of space and time, and, only as such, the object of obsessive desire of young –invisible male cyber-teenagers, does not relate at all with our real bodies, involved in continuous material transformations.

 


Introduction (obvious premises)

 

All our lives take place, as subjects of contemporary societies, more or less daily connected to a circuit (a matrix?) such as the Internet, the satellite aerial network, the telephone cables, or transportation systems.  This connectedness is equally influencing and intermixing our moments of leisure and work.. So, in general, play and work, playing and learning, take place at the same time and (cyber)space.  One example is the spread of software designed for entertainment such as games, a leading software and hardware industry. Videogames have become very popular also because they are made  to use in simple, cheap equipment, most often to plug a machine into the TV set (Nintendo© of Playstation©, or SegaDreamcast©) or computers.

Domesticated Virtual Spaces

  An article in the online magazine Game Zero, reported that Playstation© alone has sold more than 60 millions units at October 1999. This technology then cannot be seen as innocent: a videogame invades domestic spaces, probably producing  isolation and individualizing the space of play and “ entertainment”. This paper will focus on women’s bodies in such videogames.

First of all, I would like to clarify my  view of videogames. They interest me as a form of entertainment that involves particularly complex interactions. I will use the definition of interaction developed by Andy Lippman and used by Rosanne Stone in The War Of Desire And Technology At The Close Of The Mechanical Age.  Interaction is a mutual and simultaneous activity by more than one participant, usually working toward some goal (Stone, 1996,10-11); this implies a few corollaries: mutual interruptability, limited look –ahead (the level of anticipation by either participant is limited by the possibility of interrupting the interaction), no-default (the games do not have to appear to follow a pre-planned path), and the impression of an infinite database which the immersive interaction must give.

Besides, playing with a videogame means to enter into a technological system, which involves the body (eyes, ears and hands especially), a monitor, a CD, a game interface (often called joystick!), and a machine, which runs the CD and send the information to the monitor. All these elements constitute a system of vision, of action, and a simultaneous self-vision in the moment of action.

 

Playing: interacting and inner-acting

 

In general, all games, mediated by technology or not, are developed on the premise that playing involves interactions, or performing actions while knowing that the context of such action is not real or serious. In the case of videogames the response can be given by another player or by the game players/character, and all the interactions are mediated by the interface.

The fact of knowing that a game is a fiction implies imagination, and a swift process of developing familiarity with the character you play the part of,[1]which I argue, can effect self-perception and our responses in real life. In this sense I think that the high level of involvement in interactive videogames create a new way in which we can perceive our bodies and identities: this is what I call inner-actions.

I will use the definition of inner-action after Elvira Torril Mortensen, as the mental activity activated by the game, in which the player creates an understanding of an action, and, consequently, an understanding of his/her identity. I argue that these imaginative experiences, aided by sensorial stimulation, have an effect on how we imagine our bodies and gendered identity, allowing space for different roles from the ones determined by our specific cultural local contexts. In this sense, the imagining and acting that go on simultaneously, translate into a rupture of the cultural and power barrier that limits our gender real life. Perhaps it would be also appropriate to consider playing with videogames, impersonating various characters, as a process of staging different sides of our identity similar to theater performance[2]. The concept of inner-acting refers to interactions and imagination taking place outside of the gendered definitions of our bodies and outside of our material context. This inner-action is possible in videogames, because they  are a complex technological system of vision and performance which take place in a “mediated” space; these elements in my view, establish a   new mind-body relation, which is not easy to define yet, but which leaves room for multiple interactions and identifications.

As women, or, more broadly, as gendered subjects, the option of having a virtual body to play with is a liberating appropriation of spaces, actions and narrations not designed for us.

 

Videogames as final fantasies (obvious critiques)

 

Narration in videogames is taken freely from a range  of old and new popular mythology sources across media fictions. This obviously involves a large presence of women’s bodies, often constructed in stereotypical ways to increase the marketability of such products. Nevertheless, the interactivity, or the fact that in the games you can choose to be a character of a different gender or even a different species offers interesting possibilities.

 In particular, I found interesting the fact that the player acts though a chosen character’s body, which involves internalizing to different degrees the subjective vision, the shape, the  weight, the speed of movements,  the physical strengths and weaknesses of  a virtual body. This process has in itself a potential for developing not only an “oppositional gaze”, but also  subversive inner-action, -by which I mean imagining a different body and  internalizing its practices- that effects the real person’s way acting outside of the virtual space. This aspect can leave space for subversive practices beyond commercial aims of the game’s developers.






e-/V/No/bodies/:breasts bouncing options and  Lara Croft

 

The possibilities I described above, do not deny the existence of oppressive ways of experiencing the virtual bodies: the fact that a female body -and its representation as a virtual model- is reducible to a mathematical series of polygons, out of time, does not help in relating to  our real bodies, which involve continuos transformations.

 One example is the game Dead or Alive©. When the game  starts the player can choose between different characters, all fighters (mainly martial artists, wrestlers, or boxers). These characters are all differentiated so the player can quickly identify their features and their names(short and scary-sounding). They all present elements of the grotesque and the exotic in their bodies, names, sounds and accents. They are all super-humans, some  trans-species, and some cross-dressers. As regards race,  they are mostly Asian women or super-masculine non-white men, not surprisingly. The level of control of the player on their bodies is sophisticated to the same extent for all characters, except for one feature of the female characters: the breasts–bouncing option.

At the beginning of the game, the player can choose his/her? favorite “way of breasts-bouncing” in the women characters; this way, that part of body is given a feature of different material, weight and gravity than the rest of the body. This  feature requires a sophisticated programming and its not easy to deactivate, but, in my view, the most interesting aspect is that it gives to the player a specific control part of the body traditionally symbolizing femininity. Such control involves deciding the material of which the breasts is made of, which means creating an  ideal “frankenwoman” made of different  non-organic matters, to control and perform with.

            On the same subject of virtual female characters and breasts size, another example is the popular videogame Tomb Raider©, one of the top selling games in which the main character is a woman. In the years, this character has spread popularity to the point of entering debates in all mainstream media, about gender issues in videogames.

From the first version, in which technology did not allow for accurate definitions of the body (few polygonal meshes) the character of Lara was quite feminine, but in a rather oddly looking way, almost a caricature of simplified female body characteristics. In the later versions Lara was designed more accurately, and simultaneously developed more a pin-up body: in the last release of the game she has long hair, bigger lips, and bigger breasts.   Her virtual "evolution" went in such a direction that last year the company which produces the game (Eidos Interactive) organized a contest to find the real model that would match the character closely.

This example struck me as an interesting inversion of properties between real bodies, still unable to enter cyberspace completely, and cyber-virtual bodies, able to enter and translate in our real life, as well as shaping the perception of women.

From now on, there will be generations of teenagers wanting to be as similar as possible to a mass

 of triangulated polygonal meshes, originally developed to reproduce stereotyped “ideal” women bodies.[3]




 

Enlarge the bandwidth: sensorial hyperrealism and grotesque fantasies

           

This relationship between real bodies and cyber-bodies interests me for the many levels of contradictory ideas they bring about. On one hand, the masses of data allow representation to be sensorially more realistic than in the past. This fact started a challenge to create more exotic, complex plots and characters, since games could contain more information.  Obviously, much of the  women’s bodies imagery was borrowed and redesigned from gender biased, sexist popular culture.   Nevertheless, because these are games, with a certain level of  internal freedom, in the variability of the association of elements, that can have strange effects.

Videogames characters are developed to create involvement in the games, they are given  visceral features (they scream if hit, they bleed, they pant when running and, most importantly, they die).  They have to appeal emotionally to the player. Therefore they are designed to include all the possible variety of fantasies (which is  why I think of them as final fantasies). They cover a large variety of other media fictional characters, combining exotic, grotesque, miscegeny elements.  All these elements create virtual bodies that both in the past and in today’s real world would be "perverted", marginalized and censored. Instead they are acceptable because of their belonging to the realm of "games"[4]. Quite differently, in many other ICT technologies, the non-human, the machine is given higher moral value than humans are on the bases of its infallibility, of its neutrality[5].

This fictive acceptability leaves open the chance of acting and internalizing virtual, unnatural bodies, which can have positive implications for marginalized races, genders and sexualities. Our imagination about the body may be widened by the conceptions of including radical-others: non-human, multi-racial and non-feminine elements.       

I argue here that this option enlarges  the spectrum of images of women, as  warriors, monsters, zombies, mermaids, etcetera. The implications of this process is a widening of the diversity of our concept of women’s body.  A variety of non-human, non- gendered identities  can multiply our possible enactment of radically other identities in the games. For example, as a player, I enjoy the fights, and I realize I can finally enact a desire I cannot express in my daily life: the desire to be a monster, a dinosaur, a wrestler, or a tank. I enjoy having to try to move as if  I was an heavy monster, play with the possibility of smashing buildings, stomping my feet, scratching with my claws and threatening the other player with my paws and sounds.

This interactions allows me to experience non-stereotyped roles and  images of my body; it widens the horizon of gender and feminist concept of the body, because it crosses genders, species, and human/machine distinctions. I see a potential enlargement of imagined and enacted female bodies expanded as animals, machines, monsters, or  even warriors. The complexity and the emotional and sensorial involvement of some games changes already our perception of a materially and time grounded body and life.

 

 

Temporality and Materiality: Games, generations, integrated circuits of media productions

 

The videogame industry is heavily directed to marketing such products to teenagers and children.

 Videogames interest me much more than other software because they are relatively cheap, compared to other software, and are bought and used by masses of people (Lara Croft' s game Tomb Raider sold 17 millions of copies). Although there are not many sources of studies done on the demographic aspects of videogame players[6], the generational time/space gap is profound.

         There are global knowledges about videogames that can not related in any way to the local level of life of the users. Another important factor is the  speed and the logic behind games are often neither performable nor understandable to people older than thirty or forty. The amount of time required to play in complex games is long. For example, if two children can talk for hours about a certain game strategy, across race, gender, class, geographical distances, they may be unable to relate to their local contexts. The boundary between who is out and who is inside the “technoworld of videogames” is  big and difficult to transcend.

One example of this can be seen in the new product Pokemon: these are collectable monsters simultaneously marketed as a cartoon, toys, various videogames, trading card games, two movies, and an infinite number of gadgets.  These animal-trans-species mutants are friends of the children and must be collected and treated well in order to become mature, powerful and able to morph into cyborgs. Their are apparently ungendered, but they are a  mix of feminine and masculine features and in their evolution they  represent a highly complex world.

In a way they offer a potential challenge to patriarchical ideas of masculine power, but they do not challenge the fundamental capitalist idea of power defined by private property (in this case collecting and possessing inferior beings).The values underlying the narration are packed in situations and science-fiction complex interfaces designed to appeal to the youth.  Most of the side industry of gadgets and publications are aimed to teenagers males, mainly.

Invisible post-human male others/consumers

This social group  is internalizing the computer as the space of learning, of  developing socially recognized skills, and emotional and sexual life. This is beyond the end of distinction between work and leisure time and space: it is a self-referenciality which does  not  distinguish real women from virtual bodies [7].

The level of closedness  and self-referentiality of these production/consumption-lifeworld/virtual life-systems  is such that, not only companies involve the young game players in special discussion groups in order to develop the next version of the game they will produce, but the users themselves would become workers of the company that produces the games, from their homes, and the same machines that they use to be players/consumers.

This identification with  games, is derived  by the Japanese term otaku. The definition of the term  otaku is: an  obsessive fan of something. The term has a somewhat derogatory meaning  as it describes people who put their interest  above all else, to the point of  being a-social and unable to relate to the external world,  not related to their  interest. Today, an otaku, in global youth popular culture,  is someone who is a dedicated fan of anime and/or manga (Japanese comics, whose content is often related to sex and teenage girls), and lives connected to websites or videogames most of his (less often her ) life[8].

 

Otaku’s patriarchal self-domination?

In my view, Otaku are absolutely invisible yet emblematic; they have  internalized their knowledge and pleasure objects to the point where the international capitalist firms can extract surplus value from them, since they are underpaid experts,  highly skilled workers, as well as devoted consumers at the same time.  They do not  perceive the process of exploitation.  Their life is caught in the integrated circuit (in the capitalist world-wide-web matrix). The alienation of the otaku is exacerbated by the fact that most of the software available in videogames  is designed only for one player. In this case the technological choices of the games producers have a tremendous impact on the user’s social life. All users  play the same game but they interact only with the machine, despite their need to be a community  and to socialize the desire/pleasure deriving from playing such games.  The technological system of many  games does not allow for a multi-player option, therefore shaping  a vision and self-imagination  in a very individualistic way.

This is a case in which the so-called participatory design in software does not challenge neither the dominant sexist- narration  nor changes capitalist labor relations.

Another example of the contradiction between a material  level and imaginary levels of videogames, is the fact that the producers of Dead or Alive (the above mentioned game in which the player can set breasts bouncing options), are the same company that produces Tomb Raider, which has been appropriated by feminists and lesbians as a role model for women in videogames. This is not the  position endorsed by Eidos Interactive, which develop femininity of the characters, mostly according to the point of view of the young men users of the game.[9]

 In other words, women can participate but their view would be only used as a hint to market the same product to a larger  variety of consumers/users, rather than to abolish sexist representations,  as an editorial by Tricia Gray (P.R. Manager of Eidos interactive), shows:

“ The Lara Croft image that was supposed to come across to people was: here you have a woman with a nice body, but she likes getting dirty, climbing mountains, killing predators, finding treasure. It was like guys  were infatuated with Indiana Jones, so they made a female version of him to suffice their manly needs.

This was supposed to be the all around perfect woman for the creators. A beautiful , wealthy[10], tomboyish woman you can control, make her move, jump, run ,kill.”

 

In conclusion,  as this quote proves, if it is true that  all the character in videogames are highly stereotyped gender representations,  the process interaction in the games requires also imagination, which can change as the player changes: the game user acts through another body, which he or she controls. This involves a degree of internalizing the virtual character and its body.

Besides, since videogames are a new media, all spectacular elements can be freely mixed; this create possibilities of breaking established hierarchies and barriers in female/male roles, human/animal, normal/monster, human/machine, races, colonizers and colonized definitions. This allows  for the  possibility not only for a resistant oppositional vision, but also for subversive uses and practices beyond the commercial aims of the games designers.  Virtual interactions effect our gendered subjects self-perception and imagination, widening possible definitions of our identity in empowering ways.


Reference

 

Clough, Patricia .2000. Autoaffections: Unconscious Thoughts In The Age Of Teletechnology. Minneapolis: University Of Minnesota Press.

__________. 1999 “The Work Of Donna Haraway”, FOUND OBJECT 5 : 125-139.

 

Haraway, Donna. 1997. Modest_Witness@Secondmillenium.Femalemale©_Meets_Oncomouse™.New York:Routledge.

 

Mortensen, Elvira  Torril. 1996. “Inner Action and Interaction: Influencing The Readers Through Interactive media, a Case >From Norwegian Campaigns On Health And Sex”.Paper Presented At The IAMCR Scientific Conference, Sydney. AU.

 

OBN,Cornelia Solfrank,(Editor). 1998.  First Cyberfeminist International. Hamburg,Germany

 

Stone,  Allucquere Rosanne. 1996. The War Of Desire And Technology At The Close Of The Mechanical Age.Cambridge, MA: MIT Press.

 

Turlke, Sherry .1984. The Second Self: Computers And The Human Spirit. New York: Simon And Schuster.

 

Webliography

 

http://www.gameslice.com/features/spector/index5.shtml

http://celestar.osiriscomm.com/anime/otaku.html

http://www.tombraiders.com/Trivia/TRTrivia.html

http://www.loonygames.com/content/1.11/

http://www.gamezero.com/team-0/articles/features/thumb-up/

 



[1] This aspect of videogames  poses the question of how fast and complex is the mental passage between action and rationalization. The decisions taken in the game might really construct a player, which would be reflected in some of the actions and decisions of the real person.

[2] The idea could be called "outer-acting", a specular concept to that of inner-action, which would emphasize the performance of  “other” identities, outside of our material limitations.

[3] Quite interestingly, one of the top French model agencies has already developed a branch only dealing with virtual models management, and bought the copyright of Lara Croft‘s character, after “her” success as this quote from a game magazine shows:

“In the past, Lara Croft, with her mighty pixels, was unable to register with the Elite Modeling agency. Being human was a requirement. The Elite modeling agencies' cast of human super models include : Cindy Crawford, Linda Evangelista, Kate Moss,Naomi Campbell, and Claudia Schiffer. But in July, 1999, the Elite modeling agency has created a new division to manage the careers of computer-generated models and actresses. Inspired by the runaway success of Lara Croft, the digital star of Eidos' Tomb Raider game, Elite's Illusion 2K will hire out Computer Graphics models for virtual fashion shows, movies, TV, advertising, and games.”

[4] I believe there is a similarity in this era and its popular cultural production of images of trans-species monsters and grotesque elements, with the popular cultural productions in fifties and sixties B-movies. At that time too, popularization of scientific discourse were used to construct both an idea of unprecedented scientific progress (space conquests) as well as dangers and end-of the world fears, especially related to nuclear war technologies. In this respect I see a similarity to transgenic food, being narrated as if it should be acceptable, because it is  produced as a discourse coming from  the realm of science.

[5] Another interesting example of virtual women bodies associated with the machine, is the blue haired Ananova, the virtual anchor woman, created in Britain, to be sold in “customized” slightly different versions for the various national markets, to broadcast live news on the web and eventually in television. Her not being  a human saves the problem of physical needs , biases and emotions.

[6] The above mentioned article on the Game zero magazine,  reports that “males between 14  and 28 are the primary console gamer market”. For the Playstation the age groups is predominantly 16 and older, while Nintendo is targeting  12 years old children, girls between 12 and 16, and families who play videogames together.

[7] I found an interesting example in a publication called: play-x magazine: two pages were dedicated to a  detailed description of  how to design a virtual model and the following page reminded the young readers that there are equivalent real "hot" women- by showing pictures of Japanese  teenagers in sexy outfit. Another interesting example is the new videogame called Sims, in which you chose to interact with humans whose characteristics you define at the beginning of the game’s (you chose a girlfriend, a friend, their profession position, their physical features). The striking lack of diversity of the characters  - all northern Europeans -make me think of it as a good example of an idealized western wealthy  social life .

[8] This term has been popularized outside of the Japanese youth culture by William Gibson novel’s Aidoru. Not surprisingly, the almost “invisible” otaku character, is the only young men who can save the young western woman from death and save the cyberlife of other characters. In other words, the quintessential “other” is a  young  men who turns into the hero.

[9] In  the article titled “Breast Reduction” a public relation manager of Eidos Interactive,  explains to the audience that the technological enhancement made Lara’s character breast designed by a larger amount of polygons: “ they smoothed out the polygons, for a realistic look of a woman’s body….Some gamers are mad because of the breast reduction. …besides, they look a lot better smoother than they did pointy.  We also get a lot of female gamers from all ages telling us how much they love our game….some appreciate the fact that she is a strong woman, independent and adventurous. None however complained when she appeared in TR II with different tits”. 

As a result, in the following versions, Tomb Raider 3 and 4, Lara’s character breast became larger and disproportionate.

[10] The class issue of Tomb Raider’s character is particularly interesting, since in the introductory footage before the game, the player is given background information about Lara. She is the daughter of a noble British family, she lives in a 17th century mansion where she can practice all sports. The decorations and furniture suggest a very colonial relation to the places where all her adventures take place, since she has artifacts from India, Egypt, Rome, Greece. This exemplify how the old narrative of the colonial exploration and finding of treasure and ancient mysteries comes back legitimized  in a new form of popular global youth culture.  Similarly, the presence of characters, mostly enemies, whose features are taken from different cultures, geographical and historical contexts, creates an interesting