In Galloway’s novel, “Gaming: Essays on Algorithmic Culture,” an important role in videogames is not only the machine, but the operator. Differing from the art of literature and film, you are able to perform actively by controlling certain outcomes in the game such as pressing pause and collecting points, ect. In the essay I have collected by Sharon Sherman called, “Perils of the Princess: Gender and Genre in Video Games,” a significant topic deals with the action of the male protagonist, Mario, saving the princess in “Super Mario.” The player is competing to defeat the villain in order to rescue the damsel in distress and win over her love. Sherman notes her belief that industries such as Disney and Nintendo recreate storylines that incorporate influences of their own childhood. For instance, many significant works such as Beowulf and even the Odyssey have heroic male characters that enter into a world of adventure in order to save the day. In Beowulf, Grendel and his mother are monsters who become a threat to the kingdom and Mead Hall. Beowulf steps up to defeat these monsters and dies a hero. Meanwhile, the women in this story do not have very important roles, sometimes working as “peaceweavers,” who are women married off by their families to keep the peace with a certain other family. In many other texts, the female does not have a significant role other than performing tasks around the house and taking care of the children. This has become a main concept in the game, as the Original Donkey Kong, Mario Brothers, and even Super Mario, have the protagonist, Mario, rescuing the princess. The player is faced with the goals of powering up by finding the mushrooms and coins, and also defeat enemies (such as the Turtle tribe) placed in his path to stop him from finding the princess.
I believe this article is important to recognize in researching gender in videogames. The percentage of female gamers has increased as technology has become more popular. It has to do with games and the culture portrayed within the themes. As more and more games are being released, designers are incorporating different elements of cultures and aspects of society that are relatable to both genders. In the Washington Post article, they mention how most of the buyers in the early 1990’s to the early 2000’s were males. The market only concerns themselves in the number of sales. With less females, they had less reason to concentrate on the needs of female gamers. Now that technology is constantly changing and becoming a major theme in society, this gives the market a stronger sales increase with more and more females joining the gaming world. http://www.washingtonpost.com/blogs/the-switch/wp/2014/03/21/how-the-post-reported-on-gender-and-video-games-in-1994/
This is the article :
Perils of the Princess: Gender and Genre in Video Games