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[written for COMS 697: Independent Study in Gender and Videogames at Northern Illinois University]
Postfeminism and the Girls’ Game Movement:
Destined for Failure
Renee Powers
COMS 697 – R. Brookey
Northern Illinois University
August 3, 2011
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
“As long as they refuse to acknowledge that they’re only making ‘games’ to
satisfy SOME little girls, they’re enforcing a stereotype.”
-Stephanie Bergman, as quoted in Jenkins (1998)
Introduction
The girls’ games movement of the 1990s emerged with good intentions:
Girls were not playing digital games as much as the boys and therefore would be
forever behind in their technological savvy. To rectify this, and to ensure girls’
lifelong interest in technology, the computer game and video game industries
developed games with girls in mind. However, they did not achieve the
economic prosperity that they had hoped for. Girls still did not take interest in
digital games.
In retrospect, we can understand why these games failed. Instead of
creating universally good games, computer and video game developers designed
games that spoke to postfeminist desires in a culture that has not yet achieved
feminist goals. The games in the girls’ games movement reinforced traditional
femininity, in line with the conservative hindering rhetoric of postfeminism, or
essentially feminist backlash. These games did not cultivate authentic identity
formation, rather persuaded its players to develop socially sanctioned identities in
accordance to traditional fixed gender norms. The marketing of such games also
reinforced these stereotypes with advertisements speaking to fashion, fun, and
frivolity instead of challenges, puzzles, and mindbenders. The games were
relegated to specifically girls’ sections of retail stores where they could bask in
the pink and purple glory of other traditionally girls’ activities.
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
This paper seeks to understand the failures of the girls’ games movement
in light of postfeminist rhetoric. I will first outline what exactly is postfeminism
and why it is difficult to define. Accordingly, I discuss the major tenets of
postfeminism and how it codifies femininity through economic and narrative
choice. And importantly, I highlight how postfeminism differs from other types of
feminism. From there, I introduce the girls’ games movement in depth,
borrowing from literature inspired by a groundbreaking one-day symposium on
gender and computer games, hosted by MIT in the late 1990s. I analyze where
the girls’ games movement went wrong in its essentialization of femininity and
adherence to postfeminist ideals. I discuss what draws women to gaming in the
first place and how girls’ games were fundamentally misguided. Finally, I
propose an alternate way to discuss gender and gaming.
What is Postfeminism?
The definition of postfeminism, as informed by Diane Negra (2009), relies
on three tenets. Firstly, postfeminism is the theory that regards all of feminism’s
goals regarding gender equality as achieved. For postfeminism to exist,
feminism must be complete and in the past. Secondly, postfeminism relies on a
capitalist, consumer-centric society to thrive. It is in this way that female
empowerment is oriented toward consumer choice, favoring free market
capitalism. Not just any choice will suffice; postfeminism codifies the right
choices, often essentializing femininity through a series of correct choices.
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Thirdly, underlying economic choice is the conservative rhetoric of individualism,
borne of the Reagan administration, which also favors traditional family values.
The correct choices in accordance to postfeminism rely on traditional femininity.
For instance, postfeminism understands poverty not as a systematic crisis that
disproportionately affects women, rather the effect of the “wrong” choices a
woman is more likely to make. In order for that woman to make good, she must
find a good man to support her, as is often the case in Hollywood films. The
“choice” to marry is considered one of the most valued characteristics in
postfeminism.
There are many different definitions of and assumptions about
postfeminism and these differences are articulated even in volumes dedicated to
essays on postfeminism (see Tasker & Negra, 2007). The difficulties of defining
postfeminism lie in its interweaving of feminism with capitalism. This suggests
that the definition of postfeminism relies on a fixed definition of feminism, as it is
deemed by feminists and academics to be the backlash of feminism. “What
appears distinctive about contemporary postfeminist culture is precisely the
extent to which a selective defined feminism has been so overtly ‘taken into
account,’ as Angela McRobbie has noted, albeit in order ‘to emphasize that it is
no longer needed’” (Tasker & Negra, 2007, p. 1). As is suggested here, the term
“feminism” is just as widely disputed and can be as fluid as any political term.
Many postfeminists have rendered “feminism” nearly meaningless. Sarah Palin
has recently embraced the term “feminist,” though it is clear her definition and
use varies greatly from the uses employed by Gloria Steinem or even Hillary
4
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Clinton. Thus, the differences in definitions of postfeminism and how it is
received directly correlates to the differences in the definitions of feminism. This
complicates discussions of postfeminism, yet for the purpose of this paper,
postfeminism refers to the backlash to feminism. Postfeminism assumes all
feminist goals regarding gender equality have been achieved, therefore any
choices a woman makes can be considered empowering, unlike the feminist
sense of empowerment as the ability to self-define and self-value. However,
postfeminism works subversively within traditional conservative rhetoric to
persuade the public to maintain strict gender roles. The choices proffered to
women are framed to emphasize women’s traditional place within the home.
McRobbie (2007) sees postfeminism as the epitome of the “double
entanglement.” She contends that postfeminist women adhere strictly to
traditional gender roles and family values while also maintaining an open mind in
regards to the plethora of choices families can make, e.g. gay civil unions and
adoptions. In this definition, postfeminism blurs the line between itself and
feminism. Popular understandings of feminism recognize that working towards
equality for non-traditional families is a feminist endeavor. However,
postfeminism understands marriage and family as the most desirable goal
(Leonard, 2007). Again, this emphasizes the traditional gender roles allotted to
women.
Postfeminism does not affect solely adult women. As we will see in the
analysis of the girls’ games movement, young girls are affected by the rhetoric of
individual choice. In her analysis of Time and Newsweek covers, Sarah
5
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Projansky (2007) posits multiple examples to come to the same conclusion about
postfeminism: that these representations limits the discourse surrounding young
girls. She claims that girls on the cover of these news magazines are displayed
as “at-risk, “can-do,” or a combination of the two, yet all these representations
are indicative of postfeminism. At-risk girls are those that abuse postfeminism,
taking the liberties too far. Projansky lists “having sex, using recreational drugs,
and choosing to be mean” PAGE # as poor choices made possible by
postfeminism, though these freedoms are also often attributed to feminism.
However, these poor choices, in regards to postfeminism, are solely the
responsibility of the at-risk girl. Conversely, the can-do girl is the girl “who has
successfully taken hold of the opportunities that feminism, postfeminism,
commodity consumption, deregulation in the workplace, and democracy afford
her.” PAGE # She is the girl that has made the “correct” choices under
postfeminism. Yet can-do girls also serve as cautionary tales, as Projansky
illustrates through the April 22, 1996 cover of Time. This issue featured 7 year-
old Jessica Dubroff, who attempted to pilot an airplane across the United States
but died when she crashed. This suggests that can-do girls who attempt
masculine activities are attempting something quite dangerous and would,
perhaps, be better off at home where it is safe. As Projanski puts it, at-risk and
can-do girls “illustrate both the promise and the disaster of postfeminism.” PAGE
#
Postfeminism’s relationship to the feminism embraced by progressive
young women is often confounded. One must not mistake the emerged third
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
wave of feminism for postfeminism. Third wave feminism enjoys many of the
liberties provided by the second wave movement but it does not recognize
feminism’s goals as completed. Third wave feminism maintains sexism as a
critique, whereas postfeminism believes we are beyond institutional sexism; any
instance of sexism is simply an individual occurrence. In regard to sexist
advertisements, postfeminists may understand them as ironic. If we have
achieved all our goals in terms of gender equality, then it is now deemed
acceptable to make biased statements about a gender. Leonard (2007) neatly
sums up the difference between third wave feminism and postfeminism:
Whereas postfeminism is best approximated as a cultural tendency that
is either openly hostile to feminism or simply takes its precepts for
granted, third-wave feminism is a self-conscious activist movement
defined by its attempt to reformulate a feminist politics less restrictive in
terms of class, race, and sexuality than was second-wave feminism.
PAGE #
For third wave feminists, empowerment is still characterized by the ability to self-
define. For postfeminists, empowerment is choosing from socially sanctioned
choices.
The problem with a society permeated by postfeminism is the way in
which popular culture persuades women to make traditional choices. Negra
(2009) typifies popular women-centered cinema as stories of “miswanting” or
“narratives of adjusted ambition.” PAGE # By this, Negra claims chick flicks
perpetuate the idea that a career is not necessarily what the female character
7
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
wanted in the first place. That is, in fact, what she “miswanted.” Instead, the
female protagonist realizes by the end of the film, she wants romance and family.
Often, though, a career will lead the protagonist to romance, thus her career is
deemed necessary but only as a means to an end. Once a romantic partner is
secured, the woman’s true calling can be claimed: domestication.
Correspondingly, Suzanne Leonard (2007) contends that the female
worker is both a feminist and a postfeminist reminder. As a feminist goal, women
in the workforce meant that women had achieved financial independence, no
longer necessitating support from fathers or husbands. On the other hand, as a
postfeminist goal, the female worker is also celebrated but “reconfigures the
ideological underpinnings of this discussion, in many cases, to reaffirm the
centrality of heterosexual marriage.” PAGE # Whereas feminist notions of work
allowed women to free themselves from the necessary institution of marriage,
postfeminist notions of work insists that women can now marry for love instead of
money. Postfeminism persuades women to marry, as marriage is the ultimate
goal. Furthermore, Leonard also suggests that the discussion of female workers
no longer is a feminist discussion about finding good work, rather a postfeminist
discussion on how finding any work may hinder marital happiness, persuading
women to stay at home to become traditional housewives once a partner is
secured.
One glaringly obvious critique of postfeminism is its lack of
acknowledgement of class difference. Postfeminism does not regard those
women who must work due to economic necessity, only those who choose to
8
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
work. Postfeminism is only for privileged women, and these women turn a blind
eye to those who are less privileged than they are. This again exemplifies how
well postfeminism works alongside the conservative rhetoric of unregulated
capitalism. Underlining all postfeminist decisions is the quest for upper-class
luxury, as can be purchased through myriad consumer goods.
Negra (2009) combines domesticity and body grooming as similar markers
in postfeminist notions of “authentic” femininity. The authentic self, as Roberts
(2007) deems it, is
…a sexier self, in which sexual attractiveness has been magically
transformed from an oppressive imperative of patriarchy into a source of
power over it, a brave new postfeminist self requiring continual self-
monitoring and investment in salons and spas, fashion stores, and regular
visits to the gym. PAGE #
Negra suggests that self-surveillance is one of the most distinctive features of
postfeminism, which includes striving for the culturally determined ideal female
body as well as keeping the perfect home, while making it look effortless. The
essential postfeminist female nurtures her family through her efforts within the
home: cooking gourmet meals, decorating an enchanting living room, and
keeping her bikini line waxed. Indeed, these ideals are often determined in
accordance to male heterosexual desire. This ideology relies on strictly fixed
gender roles. Thus, postfeminism renders female choice as empowering
consumption, only in accordance to patriarchal standards.
9
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Consumer choices for women often revolve around the beauty and
fashion industries, and rightly so, as beauty and fashion choices are considered
empowerment towards an authentic femininity:
If feminism has historically aligned itself with the Marxist critique of
consumer society, elaborating a critique both of the commodification of
women themselves and of models of femininity inseparable from mass
consumption (fashion, cosmetics, etc.), the discourse of postfeminism has
proceeded to stand this critique on its head, articulating a model of
feminine identity unthinkable outside consumption and constructing a logic
in which ‘empowerment’--perhaps the central tenet of postfeminist
ideology—is shown as dependent on self-confidence and sexual
attractiveness, which in turn depend on the services of the fashion and
beauty industries—all of which, needless to say, must be purchased
(Roberts, 2007). PAGE #
The power of the postfeminism is not simply to consume, but to consume
correctly. For example, Negra (2009) makes the point that aging is distasteful in
postfeminism but women can combat aging through a variety of consumer
choices. Women have the choice to use various anti-wrinkle creams, undergo
cosmetic surgeries such as breast augmentation, and subject themselves to
Botox or collagen injections in the attempt to hide or reduce the effects of aging.
While it is true that women can choose whether or not to combat growing older,
postfeminism is preoccupied with presenting the right choices, such as those to
combat age, as this is the traditionally feminine thing to do. Postfeminism
10
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
renders all women to be similar, or “…bound together by a common set of innate
desires, fears, and concerns” (Negra, 2009). PAGE # One of these assumptions
is the importance of youth or looking younger than one’s age.
Postfeminism is likewise obsessed with time, not just aging. This
obsession includes the perpetuation of the idea that a woman must always
consider her biological clock; that is, a woman must find a partner and procreate
while her body is still capable. This is complicated by a woman’s career, thus
postfeminism suggests a woman should leave her career to do more “meaningful
work”—raising a family. As has been discussed already, this is one of many
ways in which postfeminism works against the goals of feminism in order to
enable traditional feminine values.
Regarding this obsession with time, or as she deems it, women’s “chronic
temporal crisis,” Negra (2009) makes a poignant observation: “Postfeminist texts
so often obsess about the temporal because they half suspect postfeminism’s
own historical misplacedness, that is they recognize at some level the premature
and deceptive nature of any conceptual system that declares feminism obsolete.”
PAGE # With this observation, we understand the tenuous position of
postfeminism and its relationship to and reliance on the definition of feminism.
Postfeminism and feminism cannot coexist harmoniously, as postfeminism
depends on the posting of feminism. It is the obsession with time that clearly
articulates this struggle and premature declaration of feminism’s end.
Although postfeminist culture is ubiquitous, it is not necessarily
unchecked. Roberts (2007) points out that one of the flaws of the critiques of
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
postfeminism is that they do not take into account the possibility of resistance.
Attributing the argument to Gramsci, de Certeau, and Hall, Roberts contends, “…
no power can be absolute, and that all power is at best provisional and
precarious.” PAGE # Thus, postfeminism may run rampant, but this does not
mean women are cultural dupes. Second wave feminists are still active and third
wave feminists are reformulating feminism to suit their generation’s needs
Young women have grown up with feminism in the water. They can speak
the language of feminism because they were raised by women intimately familiar
with the second wave feminist movement. Yet many young women do not
recognize such language as feminist. They do not recognize the struggle for
women’s rights because they have not needed to overtly fight for many of those
rights. Springer (2007) writes, “This distinction between language and struggle is
crucial because it is this difference that allows postfeminism, perhaps more
insidiously than antifeminism, to appropriate feminist language and exploit
feminism’s key weakness, namely, a call for equality without including racial
analysis.” PAGE # It is no secret that the second wave of feminism was criticized
for being racially exclusive. (Third wave feminism prides itself on being inclusive
for all races, though it often overlooks to what degree second wave feminism was
inclusive as well.) However, if second wave feminism ignored racial difference,
then postfeminism seeks to render race obsolete. Postfeminism and post-race
go hand-in-hand, as explored in Banet-Weiser’s (2007) discussion of Dora, the
Explorer, to be discussed in the next section. However, if feminism taught white
women that they can have it all, and postfeminism taught white women that they
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
do not need to have it all, then postfeminism for black women encourages them
to be “everything for everyone else and [maintain] a sense of self” (Springer,
2007). PAGE # Yet, for Springer, this means black women fall into categories of
norms: the diva, the mammy, or the evil black woman. Postfeminism and post-
racial culture disciplines black women into these safely legible roles through
narratives of empowerment. In this way, postfeminism works similarly for women
of all races: Postfeminism seeks to get women out of the public sphere in order
to reduce the threat women present to the patriarchy.
Postfeminism and the Girls’ Games Movement
Postfeminist women and girls have economic independence that allows
them to purchase commodities being branded especially for them, or rather what
the women and girls perceive as especially for them. Sarah Banet-Weiser
(2007), in an article discussing the marketing and commodification of race and
gender in Dora the Explorer, suggests that this commodification works to “diffuse
the politics” from race or gender formation, creating cultural capital out of identity.
It is in this way that postfeminism exploits the personal for economic gains. Dora
the Explorer “takes feminism into account” in that the main character, Dora, is a
bright, inquisitive, cheerful girl who is ambiguously raced. She is a can-do girl
that exemplifies a multicultural United States. Banet-Weiser explains, “Dora…is
clearly a product of a culture that recognizes the importance of ‘positive’ gender
representations yet does not call attention to any kind of feminist politics other
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
than the politics of representation.” Thus, not only does Dora embody
ambivalent postfeminist ideals, she is also representative of a marketing shift
towards a “global” audience. Dora’s positive but ambiguous racial identity makes
Dora endlessly marketable. She speaks English and Spanish on the show,
appealing to a vast array of young Americans. Yet this marketing is not out of
young consumers’ best interest. Nickelodeon, the company that created the
show, may brand itself as an educational, inclusive, diverse channel, but it does
so for economic gain. In other words, diversity sells well. Appealing to broad
demographics allows Nickelodeon to take advantage of often segmented
markets. The lumping together of segmented markets is exactly how the girls’
games movement of the 1990s emerged.
According to Jenkins and Cassell (2008), the girls’ games movement was
characterized by a number of goals. Economically, girls’ games would secure a
company’s viability through tapping into a new market. Politically, girls’ games
would encourage more females to enter the hard sciences. Technologically, the
CD-ROM allowed girls to play games without having to buy a console.
Entrepreneurially, women could open businesses dedicated to designing
products for other girls or women. And aesthetically, the girls’ games movement
made game play more creative in terms of content, style, feel, and interface.
However, I argue that it is the creation of games towards the postfeminist female
that ultimate led to the girls’ games movement’s demise.
The video game industry has attempted to make games for the elusive
“unicorn-girl.” This girl represents the goals of postfeminism in that she is
14
POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
beautiful, domestic, successful, flawless, independent, and effortlessly so. She
makes all the right choices in accordance with postfeminism and is a product of
consumer empowerment. Yet, like the beautiful unicorn, she does not exist.
Barbie is the best example of the unicorn-girl. She is white, tall, blonde, thin, has
large breasts, great hair, and all the clothes one could imagine. Her career
changes at whim and her handsome partner Ken is always by her side when she
wants him to be. But Barbie does not exist; in fact, she cannot exist because her
proportions are impossible. In other words, postfeminism urges women and girls
to strive for unattainable, non-existent perfection, such as that of a unicorn.
Marketers assume all girls and women are striving towards this goal of socially
sanctioned perfection. Thus, the unicorn-girl is a catchall for marketers. To
many in the video game industry, girls are a singular, all-encompassing
demographic, exhibiting an inherent culturally-defined femininity. During the
1990s, girls were the sought after demographic in the video game industry.
Broad generalizations are made to market to this demographic, leaving little room
for the girls to develop independent, individual identities.
The girls’ games movement was informed by good intentions. Computers
were seen as gateways to careers in hard sciences, yet boys often dominated
computers in the classroom. In fact, as articulated by Cassell and Jenkins
(1998), “too often the very design of computer games for children has meant
designing computer games for boys.” Girls’ supposed interests went largely
ignored by developers, though many claimed to be listening to what the girls
wanted to play. Instead, games were created to appease the stereotypical
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
unicorn-girl. The thought followed that by creating games specifically for girls,
they would become more comfortable with and more interested in computers.
This would lead to more women in careers in hard sciences, a noble endeavor
considering the gender gap in technological careers.
On the other hand, the intentions of girls’ game movement cannot be
removed from capitalist objectives. Girls were a market that video game
developers had not tapped into thus creating what seemed to be the ideal
demographic for new game creation. Some companies certainly had the girls’
best interests in mind but lacked name recognition. Other companies went
directly for the unicorn-girl and created an identity for her.
The movement began, in part, by the popularity of “Barbie Fashion
Designer” in 1996. This popularity made game designers question what about
the game made girls so interested in it. Certainly it was not simply an interest in
fashion or an extension of Barbie play. Instead, Subrahmanyam and Greenfield
(1998) attributed the game’s success to girls’ inherent desire to nurture,
cultivated by creating the most fashionable clothing for Barbie. This article is
representative of a series of studies informing video game literature in academia
yet is indicative of how studies of girls and games have made broad
generalizations. Often, these generalizations work to reinforce postfeminist
notions of femininity. If “Barbie Fashion Designer” was so popular because it
speaks to the unicorn-girl’s need to nurture, as Subrahmanyam and Greenfield
conclude, then it follows that more games for girls will be designed with similar
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
goals. This underlines how postfeminism in the gaming community works to reify
traditional gender roles.
Subrahmanyam and Greenfield do make a valid point:
Perhaps in an ideal world, girls would be included in the digital revolution
through the development of games that appeal equally to boys and girls.
In reality, however, most games have attracted at least three boys for
every girl. Therefore games targeted specifically toward girls may be
necessary to reach a mass audience of girls (1998).
Yet, still, the “mass audience of girls” is only necessary for capitalist gains. Not
all girls need to flood the hard sciences as careers, therefore not all girls need to
play computer games. Furthermore, the “mass audience of girls” refers to the
non-existent demographic of the unicorn-girl, who can be put in a box and
marketed to en masse.
Underlying intentions of the girls’ game movement was the
commodification of gender for profit: “Smaller start-up companies that are
female-owned and largely female-staffed…are motivated both by a desire to
transform gender relations within American culture and to create a new and
potentially profitable market” (Cassell & Jenkins, 1998). Suzanne de Castell and
Mary Bryson (1998) recognize the capitalist agenda of the girls’ games
movement and its relationship to fixed gender roles. They write,
Since the spectacular runaway best-seller, ‘Barbie Fashion Designer” …
major corporate-sponsored research campaigns have been launched to
identify the differently gendered play patterns of boys and girls and to
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
discover what girls like best. This astonishing breakthrough into the
previously dormant market for computer based playware for girls ushers in
a retooling of technology—a retooling accomplished, however by affirming
rather than challenging received gender stereotypes that preserve girls’
historically assigned locations in the gender order [emphases mine].
Again, like many postfeminist economic endeavors, the best interests of their
pocketbooks trump the best interests of the girls in question.
Brenda Laurel, cofounder of Purple Moon, a girls’ video game developing
company, discusses her goals in creating Rockett of “Rockett’s New School”, her
most popular game, in an interview with Jennifer Glos and Shari Goldin (1998).
This interview is striking in its adherence to postfeminist rhetoric. Laurel
contends, “Rockett is a resilient woman. She speaks her mind…she has some
qualities that I feel are off-stereotype in terms of outspokenness, self-awareness,
and clarity.” However, Laurel does not overtly market Rockett as off-stereotype
game. She goes on to say: “We’ve been very consciously positioning ourselves
as fun, engaging, and entertaining, as opposed to enriching, empowering,
enlightening, uplifting, and all those other words that we hope are true about our
products, because that’s not how we’re going to leverage popular culture.” It is
obvious that Laurel is trying to balance feminist ideals in a postfeminist
environment. Her statement about marketing as entertaining and not
empowering is indicative of feminism being taken into account. “Rockett’s New
School” sold well, relatively speaking, as feminism in postfeminist packaging.
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Girls grow up with feminism in the water but do not engage in it, because fun and
entertaining sells better.
Many articles in Barbie to Mortal Kombat (1998) claim designers of girls’
games listened to what girls wanted to play and designed games around that.
Yet the games still failed. Perhaps the girls told the designers what they thought
they wanted to hear. One other reason may stem from retailers. As empowering
as a game might be, girls are not financially independent. There are systematic
problems getting such games to girls; the retailers act as gatekeepers. If the
games do not sell almost immediately, they will be pulled from the shelves.
Because the games are not selling, the logic will follow that girls do not like
games. Caraher sums it up as such: “The basic truth is that the market won’t
tolerate mediocrity.” In an interview with Glos and Goldin (1998), Lee McEnany
Caraher from Sega explains her belief that the fault lies within the girls’ games
developers. They created mediocre games in the pursuit of the elusive unicorn-
girl and the movement ultimately failed. Caraher claims boys and girls will play
the same games as long as it is a good game. For Sega, at the time of the
interview’s printing, 33 percent of the market is girls without going out of the
company’s way to market to girls. Caraher reasons: “So if 33 percent of your
market is girls, even without trying, that indicates to me that if it’s a good game, it
will sell on both sides. But it’s just taken a long time for girls to have the
opportunity to play.” In other words, a girl-centered game is not going to help
girls play games. Girls were socialized to be anxious with technology. But girls
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
will be excited about a good game in any color package; they simply have not
been introduced to it yet.
As T.L. Taylor (2008) points out, the games people of all genders play and
enjoy are often dependent upon who introduces them to the game. If a husband
introduces a wife to a game, she is likely to continue playing. Thus, games for
specific genders do not allow for much cross-gender introduction. Certainly a
man will not introduce a woman to “Barbie Fashion Designer.” However, gender-
neutral games such as “World of Warcraft” benefit from coed introductions and
coed play. Indeed, Nick Yee (2008) discusses how a game culture, specifically
in MMOs, draw women into the game and keep them involved, as opposed to the
game’s mechanics. Yee identified the reasons men and women play MMOs,
noting that the motivations to participate are far more similar than they are
different. Women initially enjoy the sociality of MMOs, often running guilds or
maintaining guild communications. But that is not all women enjoy in gaming
culture. Yee quotes a female “World of Warcraft” player: “I think that’s also why
WoW is starting to gain female gamers: some come for the socialization aspect,
and stay for the fun.” Though a minority of women may pursue the game play for
stereotypical reasons, many players are surprised by how fun many aspects of a
good game can be.
Conclusion
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Cassell and Jenkins rectify their push for specifically girls’ games through
Ellen Seiter’s argument that traditionally feminine interests must be cultivated,
“even as we push toward more empowering fantasies, since there are so many
other forces in society that belittle and demean girls” (1998). Yet, in doing so, the
girls’ game movement replayed traditional narratives with little room for feminist
empowerment. If empowerment is the ability to self-define, then the video game
industry is inherently postfeminist. Video games, by their very nature, create
definitions for the player because they are limited by the technology available. In
the case of girls’ games, players can only be defined through the designer’s
understanding of the girl. Cassell and Jenkins (1998) call for an expansion of
activities in video games to “encourage identity formation as a part of the game.”
However, whose identity formation is encouraged? And whose identity is formed
as a result? Brunner, Bennett, and Honey (1998) write, “Games provide a safe
place to explore issues of femininity and masculinity.” Yet these issues of
femininity and masculinity are prescribed in terms predetermined by the game’s
designers. Authentic identity formation cannot occur in such environments where
the narrative is controlled by technology. In the terms of girls’ games, video
game designers and marketers were intent on creating games that appealed to
all girls, striving for the unicorn-girl demographic. In doing so, the games created
for girls in the 1990s focused on over-generalized assumptions of youthful
feminine gender identity.
Instead of studying what games appeal to the unicorn-girl, perhaps more
investigation of resistance to the separatist culture is more productive. As
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
Roberts (2007) says: “…no power can be absolute, and all power is at best
provisional and precarious.” We must further investigate how women and girls
defy the power of the video game industry in order to better understand women
in the patriarchal video game culture. Jenkins and Cassell (1998) briefly
recognize the contributions of the “Quake Grrls” in the girls’ game movement.
The Quake Grrls subverted the sexist rhetoric of the game Quake and reclaimed
the site as one of feminist empowerment. They played aggressively among the
men and truly seemed to enjoy the traditional fighting game genre. With all the
noble efforts of the girls’ game movement, it is clear that ghettoizing girls’
interests only reproduces gender stereotypes. However, studying gaming
cultures such as the Quake Grrls will give us a broader understanding of how
gender operates in gaming. The Quake Grrls help us recognize that games for
women do not have to speak to essential femininity. Rather, as Caraher (1998)
argues, a good game is simply that, a game everyone will play.
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POSTFEMINISM AND THE GIRLS’ GAME MOVEMENT
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