Georgia State University Georgia State University
ScholarWorks @ Georgia State University ScholarWorks @ Georgia State University
Sociology Theses Department of Sociology
Spring 5-9-2015
Gender Games: A Content Analysis Of Gender Portrayals In Gender Games: A Content Analysis Of Gender Portrayals In
Modern, Narrative Video Games Modern, Narrative Video Games
Jared Friedberg
Follow this and additional works at: https://scholarworks.gsu.edu/sociology_theses
Recommended Citation Recommended Citation
Friedberg, Jared, "Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video
Games." Thesis, Georgia State University, 2015.
doi: https://doi.org/10.57709/7000435
This Thesis is brought to you for free and open access by the Department of Sociology at ScholarWorks @ Georgia
State University. It has been accepted for inclusion in Sociology Theses by an authorized administrator of
ScholarWorks @ Georgia State University. For more information, please contact [email protected].
GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA-
TIVE VIDEO GAMES
by
JARED FRIEDBERG
Under the Direction of Dr. Wendy Simonds
ABSTRACT
Video games are a multi-billion dollar industry; 67% of households in the United States have at
least one game player. The considerable reach of this medium makes it crucial to assess the messages that
audiences are taking away concerning gender in these games. In this content analysis, I investigate the
representation of binary gender in the narratives of modern video games from the perspective of cultiva-
tion theory. Ten popular games from 2007 through 2013 are selected for this investigation. The character-
istics of each game’s main character are evaluated in the context of the narrative to uncover emergent
trends, tropes, and themes over the course of gameplay. Men outnumber women in protagonist roles, and
women serve as catalysts for the central conflicts throughout the narrative. Gaming narratives also tend to
embody the male power fantasy trope, with both male and female protagonists becoming masculinized
through the story’s progression.
INDEX WORDS: Video games, Media, Gender, Cultivation Theory, Gender Schema Theory, Narrative
GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA-
TIVE VIDEO GAMES
by
JARED FRIEDBERG
A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of
Master of Arts
in the College of Arts and Sciences
Georgia State University
2015
Copyright by
Jared Robert Friedberg
2015
GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA-
TIVE VIDEO GAMES
by
JARED FRIEDBERG
Committee Chair: Dr. Wendy Simonds
Committee: Dr. Mindy Stombler
Dr. Dawn Baunach
Electronic Version Approved:
Office of Graduate Studies
College of Arts and Sciences
Georgia State University
May 2015
iv
DEDICATION
This thesis is dedicated to my amazing partner who listened patiently to my rantings and ravings as I
changed my methodology again and again. It is also dedicated to everyone out there discussing, writing,
and fighting for gender equality in video games. Keep fighting the good fight.
v
ACKNOWLEDGEMENTS
I would like to endlessly thank my committee chair, Dr. Wendy Simonds, for her efforts to improve my
writing and to tackle a medium that she originally was unfamiliar with. I would also like to thank my
committee members, Dr. Dawn Baunch and Dr. Mindy Stombler, for waiting patiently as I revised my
draft over and over again. Thank you all for your patience.
vi
TABLE OF CONTENTS
ACKNOWLEDGEMENTS .......................................................................................................... v
LIST OF TABLES ........................................................................................................................ ix
1 INTRODUCTION ................................................................................................................... 1
1.1 Creation ........................................................................................................................... 1
1.2 Controversy ..................................................................................................................... 3
1.3 Background and Purpose ............................................................................................... 5
1.4 Cultivation Theory .......................................................................................................... 9
2 REVIEW OF LITERATURE .............................................................................................. 10
2.1 Defining Video Games .................................................................................................. 10
2.1.1 The Avatar and The Player ........................................................................................ 12
2.2 Gender and Media ........................................................................................................ 14
2.3 Gender and Games........................................................................................................ 19
3 METHODOLOGY................................................................................................................ 25
3.1 Sample ............................................................................................................................ 26
3.2 Procedure ....................................................................................................................... 27
3.3 Explanation of Coding Sheet ........................................................................................ 28
3.4 Updates to Previous Research ...................................................................................... 29
4 RESULTS AND ANALYSIS ................................................................................................ 30
4.1 Findings .......................................................................................................................... 31
5 DISCUSSION ........................................................................................................................ 39
vii
5.1 Cultivation Theory and Findings ................................................................................. 39
5.1.1 Representation ........................................................................................................... 39
5.1.2 Power Fantasy ........................................................................................................... 40
5.1.3 Women in supporting roles ........................................................................................ 42
5.1.4 Sexualization .............................................................................................................. 44
5.1.5 Characterization ........................................................................................................ 46
5.2 Sociological Impact ....................................................................................................... 47
5.2.1 Gender Schema Theory .............................................................................................. 48
5.2.2 Self-Discrepancy and Social Comparison ................................................................. 49
5.2.3 Agent of Socialization ................................................................................................ 50
6 CONCLUSION...................................................................................................................... 51
6.1 Future Direction ............................................................................................................ 53
6.2 Limitations ..................................................................................................................... 54
7 References .............................................................................................................................. 55
8 APPENDIX ............................................................................................................................ 58
Assassin’s Creed 2 .................................................................................................................... 58
Bioshock .................................................................................................................................... 60
Dishonored ................................................................................................................................ 63
Fallout 3 .................................................................................................................................... 66
Infamous ................................................................................................................................... 69
Portal 2 ...................................................................................................................................... 72
viii
Red Dead Redemption ............................................................................................................. 74
Resident Evil 5 .......................................................................................................................... 76
The Legend of Zelda: Skyward Sword .................................................................................. 78
Tomb Raider ............................................................................................................................ 81
ix
LIST OF TABLES
Table 1: Avatar Representation in Sample................................................................................ 30
1
1 INTRODUCTION
“For the longest time in human history, stories were told only face-to-face. A
community was defined by the rituals, pathologies, and imageries held in common. All
useful knowledge was encapsulated in aphorisms, legends, proverbs, tales, and incanta-
tions and ceremonies.” (Gerbner, 1998)
Society disseminates values through the telling and re-telling of stories. These stories are all
around us, playing on a continuous loop every day. These stories are in the quick 20-second commercials
during television shows, the simple prose of a children’s book, and the cinematic blockbusters that Hol-
lywood churns out every year. With advancing technology, stories have evolved from our early ancestor’s
cave paintings to mass-consumed technological marvels enhanced by near-magical computer graphics.
The medium for story telling has evolved, as has the ability to reach large audiences around the world.
Stories serve many functions. They can be entertainment, but stories are not always told to be en-
tertaining. They can have a moral or lesson, though some stories are non sequiturs devoid of a firm mean-
ing. Stories are changed and influenced by the context in which they are told. There is the simple example
of children playing “whisper down the lane” or “telephone” where the first child whispers a statement to
the next child, and that child to the following child, until the phrase reaches the final child. Very often, the
ending phrase is radically different from the original one. This is the case with stories being passed down
from generations, over centuries, through vastly different cultures: the story takes on the meaning of the
people who are telling it. The story is the result of the culture in which it is embedded.
1.1 Creation
Perhaps the newest medium for storytelling is video games. The pioneers of the video game in-
dustry were seemingly unaware that the burgeoning medium could function as a platform for storytelling,
but as developers experimented with new types of games, the potential for storytelling became clear. Ste-
2
ve Russell, a student at MIT in the early 1960s, is often credited with creating the first video game,
though many similar types of computer interfaces popped up in very rapid succession in the early to mid-
1960s (Kent, 2001).
Russell transferred to MIT in 1961 where he was captivated by a campus organization, the Tech
Model Railroad Club (TMRC). The members of this club focused their efforts on the emerging computer
industry. They had access to complex computer systems that would often fill entire rooms, and had per-
mission from professors to experiment and modify the existing computer programs on file (Kent, 2001).
Russell was a fan of science-fiction sagas and pulp-stories, and these stories influenced the type
of computer programs that he wanted to see. He had an impressive idea for an interactive screen where
two space ships flew around in orbit engaged in a battle. The space ships would be controlled by actual
people who used the computer inputs to maneuver the space ship. Despite Russell’s tendency to procras-
tinate, he managed to complete the program in a bit over a year. Upon reflecting on the game, Spacewar,
Russell muses:
“Spacewar was essentially like the game Asteroids. The spaceship controls were
four switches. One let you rotate counterclockwise, another was for rotating clockwise,
one fired your rocket for thrust, and the last one fired your torpedoes. The basic version
used switches on the console, and your elbows got very tired.”
The game became very popular among TMRC members and the rest of the computer department
at MIT. Russell allowed anyone to make modifications (now commonly known as hacks) to the program
he created, resulting in some innovative additions to the original game. TMRC member Pete Sampson
created an additional program that added stars to the background of the game. Dan Edwards, another
member, added a sun in the middle of the arena that exerted gravity on the battling spaceships. Tired of
sore elbows from playing the game and flicking switches, two members even cobbled together spare parts
to function as wired remote controllers for the game (Kent, 2001).
3
In two years, from 1961 through 1963, Russell’s vision and the modifications provided by the
TMRC resulted in the earliest instance of game creation, game distribution, and even game hacking. Rus-
sell never made any money from his game. In those days, computers and programs were not marketable
to a public consumer base. MIT gave the program to PDP, the company that manufactured the computer
on which Russell had created his game on. PDP bundled Spacewar into every future PDP system as a di-
agnostics test, essentially giving the game away for free. PDP executives likely had no idea that the pro-
gram could be marketed to the public, as computers would not be entering the home for many years to
come, and arcades were still far on the horizon (Kent, 2001)
Video games provide an innovation that no previous story medium has ever provided: participa-
tion and control. These new factors provide a set narrative to its audience, but also allow a degree of in-
teractivity and freedom within the narrative that previous storytelling media have not allowed. The audi-
ence is immersed in the story because they effectively are the protagonist of the story, or even the god of
the narrative world in the game. This immersion changes not only the procession of the narrative, but also
how the audience consumes the meaning, characters, and message of the story. This immersion in an in-
teractive environment suggests that video game narratives may have a deeper impact on audiences than
any visual media that preceded it.
1.2 Controversy
During the 1970s and 1980s, arcades machines, known as cabinets, made video games a part of
youth culture (Kent, 2001). Each cabinet housed a single game and was usually playable by multiple peo-
ple in a single session. Each round of play usually cost only a bit of pocket change, making games a cheap
hobby. Atari, a popular arcade company, led the charge on bringing game consoles in to the family living
room. However, after the success of Nintendo’s Nintendo Entertainment System (NES), video games be-
came a central component of home entertainment centers.
Throughout the 1990s and 2000s, as games evolved into a multi-million dollar industry and began
telling stories with the detail of Hollywood’s most profitable releases, many critics began pointing out
4
that games seemed to cater to a specific male, white-dominated audience. The characters and stories pre-
sented in games, critics argued, excluded representation of women, minorities, and the LGBT community.
While some academics in previous media analyses of video games note this as well, little has been done
to address the issue as video games became a mainstream force in entertainment culture.
In 2012, Anita Sarkeesian, a 28 year old graduate student in social and political thought, started a
campaign on the public-donation oriented website Kickstarter. The campaign focused on analyzing and
addressing common gender tropes found in video games from a feminist perspective. Her proposal was to
develop a multi-part video series to showcase these gender tropes and inspire discussion on the lessons
that audiences take from these tropes in games. The initial response was overwhelmingly positive, and
Sarkessian’s campaign met its initial $6000 campaign goal in 24 hours. However, this good fortune was
short-lived. Following the initial success, a vocal group began protesting the campaign, pushing back
against her attempts at a feminist analysis and decrying her for making the video game community look
bad. The protests against her eventually devolved into stalking and daily threats of rape and death. Her
website was hacked, her partner and family members sent threatening messages, and her YouTube chan-
nel was nearly shut down by internet trolls in an attempt to discredit her work (Watercutter, 2015).
These actions did not deter her or destroy her Kickstarter campaign: by the end of the campaign
run, individuals had donated over $150,000 to the video series, 25 times more than her initial goal of
$6000. The extra money allowed her to expand the videos into deeper themes, use more games for her
analysis, afford better equipment to shoot her videos, and translate the videos into several different lan-
guages (Watercutter, 2015). As of September 2014, Anita Sarkeesian has released six videos of this se-
ries. After each release, she has received threats of sexual violence and murder from individuals who are
vehemently against her research and findings.
What caused so many self-described gamers to have such a hostile reply to Sarkeesian’s analysis?
Is there an aspect of gaming that encourages this kind of gendered behavior? Is this behavior possibly
linked to more macro-level gender attitudes? Are misogyny and advocacy of sexual violence reinforced in
5
video games themselves? These are questions that many gaming journalists have also asked of the gaming
community since Sarkeesian’s initial proposal and the attendant backlash.
1.3 Background and Purpose
Video games have become an integral part of the world’s entertainment industry. According to the
Entertainment Software Association, a company that tracks video game sales and revenue, customers
spent a total of 20.77 billion US dollars on all video game hardware and software in 2012 (Essential Facts
About The Computer And Video Game Industry, 2013) . An advertisement survey used to identify the
popularity of media figures declared that Nintendos mascot Super Mario was more recognizable by chil-
dren than Mickey Mouse (Beasley & Standley, 2002). This shift in interests demonstrates that video
games have come to take the place of television in children’s visual medium of choice.
Video games started out as a niche hobby, drawing teenagers to dark arcades or providing some
amusement for kids while parents were busy. Players comprised an underground subculture with a vora-
cious fan base; far less popular than television shows, movies, and comic books that were the most popu-
lar media of the 1970s and 1980s, but popular enough to be responsible for a coin shortage in the early
1980s (Kent, 2001). Today, people from all walks of life play video games; whether it is a few minutes of
Angry Birds while waiting for the bus, a Wii Bowling league in senior citizen community centers, or
sneaking turns in World of Warcraft while at the office. Games have seemingly taken over every electron-
ic device that they can: they are on our computers, our phones, our televisions, and our tablets. Due to the
size of the video game industry, the popularity of games among mainstream culture, and the emergence of
a human-computer interaction that is not yet fully understood, academics should take video games seri-
ously (Newman, 2013).
Video games rose to prominence in the arcade boom of the 1970s, and became popularized in
people’s homes with the releases of the Atari 2600 in the early 1980s and the Nintendo Entertainment
System in the mid-1980s (Esposito, 2005). These early gaming consoles were primarily marketed as a
product for children due to their simple mechanics and colorful graphics. The next generation of consoles,
6
including Super Nintendo and Sega Genesis, was released in the early 1990s, improving the graphical and
processing capabilities of the previous gaming systems but still incapable of rendering realistic images.
The mid-1990s saw the release of the original Sony Playstation and the Nintendo 64, the first home gam-
ing consoles capable of rudimentary three dimensional graphics. With these new graphical capabilities,
video games began to depict more realistic environments and scenarios. As a result of these graphical and
software advances, game developers no longer created games marketed exclusively towards kids and be-
gan experimenting with more mature themes and content. The Entertainment Software Rating Board
(www.esrb.org), a non-profit, self-regulatory organization formed by the Entertainment Software Asso-
ciation, also rose to prominence during these years due to parents wanting to make more informed deci-
sions on what kinds of video games to buy for their children (Glaubke, Miller, & Esperjo, 2001)
As the era of the Sony Playstation 2, Microsoft Xbox, and Nintendo Gamecube emerged in the
early 2000s, developers had better tools with which they could craft more complicated stories through use
of voice actors, musical soundtracks, and detailed settings. These newer graphics also allowed developers
to depict more realistic and diverse characters (Schleiner, 2001). People rendered in older video games
tended to look pixelated or blocky, sometimes barely resembling a human character at all. Artists were
able to put greater detail into clothes, hair, facial expressions, and body shape in ways that were not pos-
sible on earlier gaming consoles (Kutner & Olson, 2011).
The release of the Microsoft Xbox 360, the Nintendo Wii, and the Sony Playstation 3 in 2005 and
2006 marked the start of the most recent (and longest) cycle of existing game consoles. This current gen-
eration of gaming consoles includes many games that resemble the best of what the film industry has to
offer in terms of production value, narrative, and characterization. Some games blur the lines between
game and film, almost creating a completely new genre that could be more accurately described as “visual
interactive media.” For instance, the Uncharted series allows the player to control protagonist Nathan
Drake through stories and scenery that draw inspiration from Indiana Jones. The Mass Effect series al-
lows the player’s character, Commander Shepard, to interact with various space-faring races and uncover
the secrets of the galaxy, complete with homages to Star Wars and Star Trek.
7
Many games of this generation were created with the story as the central component, and the
gameplay as a way to experience that story. Budgets for some games reached Hollywood spending levels.
Hundreds of pages of dialog, directions, and descriptions are created for many game’s narratives. Gaming
engines dedicated to rendering detailed emotional responses for characters break new ground every year
in an attempt to make computer generated characters seem more realistic to audiences (Newman, 2013).
Historically, games have been marketed towards a male audience (Miller & Summers, 2007).
Early home console games depicted muscle-bound men holding guns and staring defiantly at hordes of
monsters, or holding weapons while gesturing aggressively. If women appeared, they were displayed as
objects on the arms of male heroes, or they were captured by villains, awaiting rescue by male heroes
(Schleiner, 2001). Male characters were present, central, and the empowered vehicles through which the
player experienced the game world. Men were strong, determined, and cunning, while women awaited
rescue or were killed off, functioning as an object to inspire the male avatar to begin his journey (Sher-
man 1997).
As time progressed and technology improved, this gender divide remained (Schleiner, 2001). Re-
cent studies report that male characters still outnumber female characters in video games and that there
are still vast inequalities between the depiction of men and women in game narratives (Downs & Smith,
2009). Miller and Summers (2007) note that women appear far less frequently in games than men as both
primary and supporting characters. They also pointed out that players will often only be allowed to con-
trol a male character through a video game’s narrative. There is also evidence to suggest that the con-
sumption of these gendered depictions can lead to the internalization of conventional gendered ideology.
Dietz (Dietz, 1998) reports that youth rely on actions and portrayals of both men and women in order to
negotiate their own expectations of gender. What boys and girls see and learn when playing games can
translate into their own conceptions about gender.
Gender analysis on visual media has been an important topic for scholars attempting to under-
stand how individuals form ideas and schema about gender behavior (Groesz, Levine, & Murnen, 2002).
Bogt (Bogt, Engels, Bogers, & Kloosterman, 2010) notes that popular media continues to perpetuate un-
8
realistic expectations regarding romance and sexuality, promoting traditional gender-based power divi-
sions for a wide audience. Rigid ideas concerning men and women’s visual media preferences lead to
tongue-in-cheek use of the moniker of “chick flick,” which references a romantic comedy film marketed
directly towards women.
The problem of gender inequality in modern games needs to be examined more thoroughly. Many
previous scholars look at the media surrounding games (magazines, reviews, cover art), but few look at
the actual game content (Dill & Thill, 2007). Using the perspective of the main playable character of the
game, in this research project, I analyze the representation of men and women in video games. I compare
and contrast how men and women characters interact with the game’s narrative. All of the video games in
this sample are single-player, off-line experiences involving only myself as the participant and observer
of these narratives. I evaluate the data on gender from the perspective of cultivation theory, which posits
that consistent exposure to ideas and messages presented in television may influence audiences to adhere
to these beliefs (Gerbner, 1998). Television and film exhibit the dominant gendered values and prefer-
ences of society and pass on these values to audiences all over the world (Brown, 2002). It is my goal
through this study to demonstrate that modern video games exhibit power-based gender dynamics through
representation and characterization of their protagonists, supporting characters, and narratives. Cultivation
theory provides an explanation concerning how these gender dynamics are disseminated from this visual
medium to gaming audiences.
This thesis serves to update the current existing research on gender in video games, determining
how gender inequalities are currently perpetuated through gaming narratives. I also evaluate the visibility
of both men and women as main characters in gaming narratives, and the emergent themes and tropes
surrounding gender. The last eight years have seen an increase in women game developers and producers;
and while they are still outnumbered by men, there are more women game developers now than at any
other time in the industry’s history (McGonigal, 2011). This increase of women in the industry and the
audience could be the catalyst for characters and narratives to express a more progressive nature of gender
in video games.
9
In a relatively short time, games have become a crucial part of our culture’s entertainment and
socialization (Kent, 2001). Game discussion among children and teenagers has become a type of social
currency: it has become a way that kids and teenagers play, compete, cooperate, and bond. Games have
brought people together over a common hobby, both in-person and over the internet. They discuss their
favorite games at conventions dedicated solely to video game appreciation, debate their favorite gaming
moments on online forums, and cheer as new games are revealed at E3, the annual electronic gaming ex-
po. Bessenoff (Bessenoff, 2006)suggests that audiences compare themselves to their favorite television
and movie characters and attempt to integrate these characters’ traits into their own personalities. With the
enhanced degree of interaction that video games offer over film and television, it is reasonable to expect
the same comparison among consumers of video games. Games are essentially one of the newest agents
of socialization. Sociologists cannot afford to ignore the messages, themes, and narratives that lie at the
core of many of these gaming experiences.
1.4 Cultivation Theory
Cultivation theorists suggests that visual media are among the most influential social forces in our
culture (Brown, 2002). Television establishes dominant cultural norms and produces them on the news, in
commercials, and on story-driven shows. An individual could sit on their couch for a single day, simply
watching television, and step away with an accurate impression of social norms and important symbols in
that culture (Gerbner, 1998). Cultivation theorists hold that longtime viewers of television will come to
assimilate the attitudes and beliefs encouraged on the myriad programs available on the hundreds of pos-
sible channels. Young people and adolescents may be particularly susceptible to the ideologies advocated
through television, as their beliefs are typically in more flux than those of adults.
Teenagers and young adults rank television shows as one of the top “educators” of sexual activi-
ty, pregnancy, and sexually transmitted infections (Brown, 2002). Television serves as a perpetual main-
stream of dominant gender attitudes, and these attitudes are enforced through the stories and reports that
are always available for consumption. Viewing these gendered patterns in media helps legitimize the
10
dominant gender scripts to the viewer. They then attempt to confirm these beliefs during social interaction
outside of the visual media (Brown, 2002) (Gerbner, 1998).
There is also evidence that men and women process these shows differently, consuming them in a
gendered way. Men empathize more with men characters in television narratives, particularly when a man
character argues with a woman character as part of the show’s narrative. When an argument between men
and women is presented outside visual media, responses concerning which gender that men empathized
with are significantly more mixed. Women approve of more scenes of sexual intimacy on regular sched-
uled television programs than men do, with men dismissing these scenes as unrealistic and women stating
that they represented intimacy fairly well (Brown, 2002) (Gerbner, 1998).
2 REVIEW OF LITERATURE
2.1 Defining Video Games
In order to discuss video games, it is important to establish a working definition of the term “video
game.” Though they have been around for over thirty years, there are still many competing ideas for a
proper definition for video games (Esposito, 2005) (Zimmerman, 2004). In my thesis, I use the definition
and concepts developed by Nicolas Esposito, a French media researcher, to describe the core foundation
behind video games. His definition states:
“A video game is a game we play thanks to an audiovisual apparatus and which can be
based on a story.” (Esposito, 2005)
This definition is based on the ideas of previous visual media scholars, such as Eric Zimmerman
and James Newman. It summarizes the meaning of “video game,” but it is important to explore the core
concepts behind the definition: game, play, audiovisual apparatus, and story. Esposito uses Eric Zimmer-
11
man’s ideas to articulate a game as a voluntary interactive activity in which one or more players follows
rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome
(Zimmerman, 2004). This definition describes the gameplay that is a central component to all video
games, and also reinforces the concept of adhering to established rules and a quantifiable outcome (such
as winning or losing the game).
The term “play” is important to describe since it is the main action that individuals use in order to
experience games. Zimmerman (2004) describes the idea of play as the free space of movement within a
rigid structure, existing because of and despite of the rigid structure of the system. What needs to be em-
phasized in this description is the idea of moving freely, while being constrained by certain rules. This
interactivity is similar to how the concept of game is described, but represents the physical action of par-
ticipation in the game. Games need rules to create motivation and goals; boundless free space of move-
ment is meaningless without constrictions and limits.
The audiovisual apparatus is a basically the computer console, whether that is a Super Nintendo,
a Playstation 3, or an iPhone, used to interact with the gaming contents. The controller would function as
a part of this audiovisual apparatus, as would the screen for viewing the game and the speakers for listen-
ing to music or dialog. The computer system is what allows access to the participation and interactivity of
the game (Esposito, 2005). It provides the audience with the ability and tools to play the game.
Story is an aspect of this definition that is also central to this paper. Not all video games have
story or narrative as a primary component, but story has emerged as a vital part of many games during the
last decade. Story in video games refers to the narrative that the developers transpose onto the gameplay
to immerse the audience further in the game itself. Stories involve characters and a plot, and in order for
the story to progress, it requires the approval (through gameplay) of the gamer to continue forward. Story
in games can be told through conversation between characters, a monologue, text on a screen, movie cut
scenes, through contextual clues intermixed with gameplay, or a combination of the previous devices
(Hunicke, LeBlanc, & Zubek, 2005). In the earlier history of gaming, stories were often told in manuals
and books that came with the games. Some games even included video or cassette tapes in an attempt to
12
immerse the player further, since the immersion in the game itself was constrained by the limits of tech-
nology. Games are now capable of telling complete, compelling stories without the use of extra booklets
or outside gimmicks.
The main difference between games and television or cinema as visual media is the degree of in-
teractivity. Games are interactive and therefore dependent on greater investment from the player than
most other media types. In order for the story to progress in a game, it requires input from the player. This
input can be as simple as walking in a particular direction, or as complex as having to maneuver stealthily
through an area of enemies to reach a goal within a time limit. In either case, the advancement (and in
some newer games, the direction) of the plot depends entirely on the effort and involvement of the player
(Hunicke, LeBlanc, & Zubek, 2005).
Jansz describes games as a “lean forward media,” because the game player must always be aware
and vigilant of what is going on in the game (Jansz, 2005). Games require reasoning and critical thinking
in order to understand the best way to move forward in the game’s story. This type of interaction is con-
trasted with what Jansz (2005) characterizes as “lean back media,” referring to television and cinema.
Jansz explains that “lean back media” differs because there is no interaction from the viewer in order to
progress in the story, leading to a more passive experience than playing video games.
2.1.1 The Avatar and The Player
The avatar is the bridge between the player of the game and the game world. It is the embodiment of
the player within the game’s narrative. The avatar, while usually the main protagonist of the video game,
differs from the protagonist of other visual narratives such as film or television due to the merging of the
spectatorship of film and the participatory nature of games (Rehak, 2003). This dynamic invests more of
the player’s attention than if they were just an audience to the events: the player is able to control this ava-
tar, taking the actions they wish to take within the confines of the rules of the game. Rehak outlines five
13
characteristics that are essential for proper cooperation between the player and avatar in the diegesis of
the game:
1. The player identifies with the on screen avatar
2. The player can control the avatar through a physical interface, such as the game controller or
keyboard and mouse
3. Engaging with the avatar demonstrates constraints of the narrative but also demonstrates the pos-
sibilities of the world of the video game
4. There are extradiegetic rules perceptible to the player of the game but not the avatar. This could
be a timer, musical cues, high score, or “extra lives.”
5. Frequent breakdown and reestablishment of the rapport between the player and avatar.
The avatar represents the player, but there is an established separation between the player’s
thoughts and the avatar’s action. A common attribute in most video game avatars is the ability to be killed
within the diegesis of the game, but to come back ready to overcome the previously insurmountable ob-
stacles. Due to this ability, the player as the avatar will often have to repeat sections of gameplay and nar-
rative. Leaving and returning consistently to the game’s avatar within the narrative helps the player identi-
fy themselves as that character within the game (Long 2008). They associate the appearance of the char-
acter as their presence in the narrative. As the avatar, and therefore the player, fails within the context of
the game, the player is able to understand the rules of the game more clearly. The avatar’s triumphs and
failures assist in emotionally connecting the player to the avatar and, by extension, the game (Rehak,
2003).
Since the avatar reflects the thoughts and desires of the player, it stands to reason that the role, per-
sonality, and actions of the avatar may influence how the player views and understands their own role in
the narrative. For instance, a player may participate in the game narrative differently if their character is
rendered as weak or ineffectual or if their character is presented as aggressive and tyrannical. Responses
14
from other characters in the game to the avatar will also determine the way that the player feels they
should act and react in the game’s narrative. Thus, if one gender is consistently linked with certain traits
throughout various gaming narratives, the player may come to connect these traits with that particular
gender (Martins, Williams, Ratan, & Harrison, 2011).
2.2 Gender and Media
Prior literature demonstrates that character representations in cinema and television continue the
tradition of gender inequality that has been a part of visual media since the early days of film and televi-
sion. Identifying how these inequalities cultivate the viewer’s understanding of gender is vital in recog-
nizing the kind of power that media has over its audience (Posavac, Posavac, & Posavac, 2004). These
character representations also show the extent to which these inequalities have become part of video game
narratives.
Harrison (2003) explores a prevailing portrayal of women’s bodies in mass media: that of a wom-
an with a slim waist and a large bust (Harrison K. , 2003). This physical ideal has been touted on maga-
zine covers, television shows, and film. Harrison notes that this development has become more extreme in
recent decades, with waist sizes shrinking and bust sizes increasing since the 1960s. Harrison dubs this
unrealistic body type as the “curvaceously thin woman,” a figure that has become a goal for many women
to achieve since it has become standardized by mainstream media. For women on television, thinness has
become the norm, and this has influenced women, particularly young women, to consider various types of
body modification (e.g. dieting, exercise, medication, surgery) to achieve this form. Harrison points out
the absurdity of this form from a biological standpoint: it is impossible to reduce weight from the waist
without losing weight from the bust as well, demonstrating that this ideal may truly be a fantasy only
achievable through unhealthy or artificial body alteration.
Harrison (2003) demonstrated these theories by asking male and female participants questions
about the ideal female form and appropriate methods to achieve it, then showing them images and clips of
television shows featuring the curvaceously thin female form. Following these clips, she asked the partic-
15
ipants about how they viewed their own bodies compared to what they saw on the screen. Harrison
learned that showing these clips increased both men and women’s approval of extreme body alteration
(surgery and strict dieting) for women to achieve the ideal form. Women also reported greater dissatisfac-
tion regarding their own self-image, with smaller women wishing to increase their bust size and larger
women wishing to decrease it. Harrison also noted that while thinness was a trait that the women wanted,
they desired the ideal waist and bust size over just being thin. Overall, images in the media not only dic-
tated body satisfaction, but also increased the desire for extreme techniques to achieve the established
curvaceously thin form.
Groesz et al. (2002) conducted a meta-analysis examining the relationship between body dissatis-
faction and the thin media ideal (Groesz, Levine, & Murnen, 2002). They aimed to evaluate whether all
media resulted in an increase in negative body perception, or whether it was specifically related to the
curvaceous thin ideal. Groesz et al. note that while the fantasy of the thin ideal is reinforced through fami-
ly, peers, schools, and business, mass media has the most visible use of this representation. Like Harrison
(2003), Groesz et al. also note that the thin ideal presented in media is usually impossible for women to
achieve without medical intervention or dangerous body modification. They suggest that the media are
responsible for propagating an impossible ideal, one that is designed to generate feelings of negativity,
poor confidence, and body dissatisfaction among women.
In their analysis, Groesz et al. (2002) utilize results from 25 different studies on body satisfaction
and media imagery in order to aggregate data for analysis (Groesz, Levine, & Murnen, 2002). The com-
piled data indicated that the thin ideal specifically had a negative influence on body satisfaction, much
more so than imagery of “averagely” proportioned women and heavier women. The muscular male ideal
was also examined, but this imagery had less influence on men’s body satisfaction. Groesz et al. postulate
that these different impressions result from the depiction of men’s bodies as capable and powerful, and
women’s bodies as sexual objects. They conclude that since media are the biggest promoter of the slender
female form, they are responsible for continuing to establish this form as the desirable standard of beauty.
16
Olivardia et al. (2004) investigate how body and muscularity distortion in visual media may im-
pact body dissatisfaction and symptoms of depression among male viewers (Olivardia, Pope Jr,
Borowiecki III, & Cohane, 2004). They note that male characters in visual media have become dispropor-
tionately overrepresented compared to female characters; however, the female characters epitomize thin-
ness whereas the male characters epitomize bulk and muscle. They also cite a content analysis that
demonstrated that the male centerfolds of Playgirl magazine have lost 12 pounds of fat and gained 27
pounds of muscle during the last 25 years of publication (Leit, Pope, & Gray, 2001). Olivardia et al.’s
sample involved 150 college aged men whose responses were measured with a self-reported questionnaire
from heterosexual women regarding preferred male body type.
In terms of body self-perception, the men estimated themselves to be fatter than their actual
measured body-fat percentage, but they also overestimated how muscular they were. The men reported
that they thought women would prefer the larger, muscular male action and television actors, but the
questionnaire reported that the women preferred smaller and thinner male bodies. Their analysis of the
respondents’ symptoms of depression and feelings of inadequacy underscored that feelings of muscular
inferiority led to dissatisfaction with self-image. However, these feelings did not translate to comparison’s
involving obesity, presumably because the men were more at ease with being recognized as larger, but not
smaller. Olivardia et al. conclude by noting that many of the social comparisons in which men engaged
involved idealized masculine figures in the media, and the negative emotions that result from that process
can lead to depression and unhealthy body modification (Cohane & Pope Jr., 2001) (McCreary & Sasse,
2000).
Bessenoff (2006) sought to evaluate the impact of the media on individuals’ self-image
(Bessenoff, 2006). Specifically, she was curious about why people’s perception of models in a magazine
or actors on a television show would influence how an individual evaluates their own self-worth, and
whether other variables moderated this process. She postulated that two theories, self-discrepancy theory
and social comparison theory, explain media’s influence over body image. Social comparison theory, de-
scribed by Festinger (1954), states that individuals compare themselves to others whom they believe to be
17
similar to themselves (Festinger, 1954). There are two trajectories of social comparison: downward and
upward. In downward comparison, individuals compare themselves to those they perceive as lower in
order to elevate their own mood and confidence. In upward comparison, individuals compare themselves
to those they view as above, which generally results in dissatisfaction and negative mood. Self-
discrepancies, as summarized by Higgins (1987), are representations of an individual’s self-concept
where they feel that they fall short in some way (Higgins, 1987). When individuals have a high level of
self-discrepancy, they see themselves as falling short of others in many ways, while a low level of self-
discrepancy is associated with self-satisfaction and contentment (Bessenoff, 2006). Higher self-
discrepancies have been linked with extreme weight-loss behavior such as eating disorders and invasive
surgeries.
To study the interaction of self-discrepancies and social comparisons, Bessenoff (2006) recruited
112 women participants for a study. Using visual advertisements, body-image questionnaires, and scales
on self-esteem and mood, Bessenoff calculated individual self-discrepancy levels and whether or not
those with higher levels of self-discrepancy were more likely to participate in social comparison. She
concludes that exposure to visual advertisements with a thin and sexualized female model resulted in in-
creased social comparisons from most participants, but the participants with a higher level of self-
discrepancies engaged in more social comparisons than those with lower self-discrepancies. Those who
were already unsatisfied with their own self-image were more likely to experience negative mood after
viewing the advertisements, and express interest in weight loss, weight gain, or medical intervention to
achieve their desired physical goal.
Bogt et al. (2010) explores the possibility that certain types and genres of media have more influ-
ence on self-image than other types (Bogt, Engels, Bogers, & Kloosterman, 2010). They note that while
media in general present an unrealistic account of human romance and sexuality, some media reproduce
and enforce traditional gender roles more than others. Bogt. et al. also predict that those who hold views
that value traditional gender roles will look for media that replicates these representations, further perpet-
uating rigid gendering in their personal schema. This assumption is based on the ideas of priming theory
18
and social cognitive theory. Priming theory, summarized by Jo and Berkowitz (1994), states that external
stimuli (such as visual media) can produce social scripts based off repeated exposure to this stimuli (Jo &
Berkowitz, 1994). Consistent viewings of these stimuli solidify it as the “correct” or “appropriate” model
of interaction. Social cognitive theory, explained by Bandura (1989), states simply that people learn their
own behaviors and habits by watching and imitating those around them (Bandura & Harris, 1989). This
process has been found to apply not only to those in an individual’s immediate vicinity, but also to those
in media.
Bogt. et al. (2010) pose three questions concerning media influence: Are different forms of media
exposure linked to adolescent sexual attitudes and gender stereotypes? Which media genres are connected
to sexual attitudes and gender stereotypes? Is the relationship between media, attitude, and sex moderated
by gender? The study focused on adolescent participants, aged 13-16, because their conceptualization of
gender is still developing (Bogt, Engels, Bogers, & Kloosterman, 2010). Data collection for their research
involved examining participants’ sexual attitudes, media exposure, television and music preferences, in-
ternet habits, and sexual experience.
Bogt. et al. (2010) examined the association between media exposure and attitudes towards sexu-
ality and gender, and found that higher levels of television viewing were correlated with stronger gender
stereotyping and higher levels of permissive and unsafe sex. Adolescent girls who watched more soap
operas and romantic movies were more likely to believe and endorse traditional gender stereotypes. Ado-
lescent boys who liked romantic movies were also more likely to believe in traditional gender roles. This
was also true about boys who watched sports programs and sexualized television. Bogt. et al. also noticed
that preferences for certain media genres was correlated with adherence to gender stereotypes. A prefer-
ence for sexualized media was associated with gender stereotyping in both male and female participants.
The authors concluded that media genre preference is a significant indicator in whether or not male and
female adolescents subscribed to traditional gender stereotypes and behaviors.
19
2.3 Gender and Games
Video games potentially have the same ability as film to influence gender schema and body image
because they rely on the same processes as television and cinema: creating a visual world with characters
and narrative (Ivory, 2006). An examination of the gender representations commonly seen in gaming
shows that games have taken many of the gender tropes common in other visual media and used them in
their own narratives. Video games may even reinforce rigid gender tropes more strongly than television or
film because of the interactivity inherent in video games. This interactivity makes audiences an active part
of the progression of the narrative and development of the characters, as opposed to watching everything
unfold in television and film (Jansz, 2005).
Dietz’s (1998) research emphasizes how children’s and teenagers’ expectations of masculinity
and femininity are reinforced by their everyday observed experiences (Dietz, 1998). Dietz posited that
video games, like television and film before them, have become an agent of socialization, referencing the
idea that media play a prominent role in developing social norms in youth. She suggests that young wom-
en who continuously see their likeness in video games being imperiled or sexualized will associate these
tropes with their gender. Individuals who accept these representations of women will come to view and
understand their personal interactions with these media portrayals in mind.
Dietz (1998) examined the depictions of women in a sample of the best-selling video games in
1995 and created a coding schema for describing the different ways women were depicted in the game. Of
the games she examined, 41% had no women at all (playable or non-playable) and 28% of the games had
sexualized representations of women. Of women present in the games, the most popular depiction of
them was of the “damsel in distress” trope seen commonly in television and cinema. Women were also
rendered in a curvaceous way, with particular attention on the shape of the body and hips as well as the
form of the breasts. Dietz summarizes her research by observing that children and teenagers may inter-
nalize these representations into their own understanding of gender.
Children Now, an organization that investigates how children perceive video games, conducted a
content analysis on video game characters in a random selection of 70 best-selling games (Glaubke,
20
Miller, & Esperjo, 2001). This analysis measured the rates of men and women characters in the games
and the manner in which each gender was portrayed. A unique approach that the Children Now gender
study authors took was to create a scale to measure theGirl-Friendly Features” of popular video games.
The characteristics of their scale include: clear explanation of the rules, female-player controlled charac-
ters, puzzle elements, and cooperative play. They discovered that of the 70 games examined on the “Girl-
Friendly Features” scale, 51 video games contained less than 50% of the variables on the scale to be con-
sidered girl-friendly, 15 contained 51%-75%, and only 4 contained 76%-100% of variables. Children
Now concluded their study by suggesting that the patriarchal foundation of most games reinforces gaming
culture as a place only acceptable for men, limiting women’s participation in gaming culture.
Similarly, Beasley and Standley (2002) hypothesized that video games are sources of information
that individuals use to build ideas of gender behaviors and stereotypes (Beasley & Standley, 2002). They
differentiated video games from other visual media in regard to interactivity and repetition. In many
games, the player’s character may repeatedly “die,” forcing them to complete sections of gameplay and
narrative repeatedly. The fact that many games also take significantly longer to fully complete than
watching a television show or film means that many individuals will spend more time immersed in games
than in other types of visual media. The authors utilized gender schema theory, as explained by Bem
(1981), to describe the relationship between video games and gender construction. In gender schema theo-
ry, individuals form their own conception of acceptable attitudes, behaviors, and clothing through their
collective experiences (Bem, 1981). These experiences can include what they learn from their family and
friends, as well as what they see in visual media.
Beasley and Standley (2002) measured gender role stereotyping by looking at the presence or ab-
sence of women game characters (Beasley & Standley, 2002). They also examined the clothing that these
characters wear, particularly the differences between men and women’s clothing. The researchers found
that women were heavily underrepresented in the games, appearing less than anthropomorphic characters
with no determinate gender. The women who were present in these games were also more likely to have
low cut shirts and exposed arms and legs than men. Nearly half of all the female characters were identi-
21
fied as having a large bust by using a software program that analyzes computer models. Beasley and
Standley conclude that women in video games are depicted and dressed to bring attention to their bodies
and their sexuality, which can have an influence on the creation and modification of gender schemas.
They postulate that as audiences play and interact with video game characters, the more likely that this
imagery may be normalized, particularly in younger game players.
Violence in video games has been a central focus for policy makers for many years. Bartholow et
al. (2002) looked at how violent imagery in games may elicit a different response among male and female
video game players (Bartholow & Anderson, 2002). Historical research in the area of video game vio-
lence shows that game violence can potentially lead to aggressive attitudes and behavior, but the authors
noted that not all games are violent. They also pointed out that increased aggression has also been noted
in individuals who play competitive fast-paced games, such as sports and board games. The authors re-
ported that children who played a fighting video game were more likely to “rough-house” after they were
done playing the game. Few studies examine gender differences in responses to violent imagery in games,
but in this study, women were far less influenced by the violence in games than men. The authors at-
tributed this to socialization differences between men and women, but also note that the lack of women
game characters in their sample potentially made women participants less immersed in the games. They
suggested that these gender differences in immersion may be witnessed in games lacking women as main
characters.
For their research, Bartholow et al. (2002) had participants play a violent, competitive video
game, while a control group played a non-violent, competitive video game (Bartholow & Anderson,
2002). They sought individuals who had a passing familiarity with video games but were not avid players,
so as not to confound the results. The researchers found that aggression was measurably higher in the vio-
lent competitive game group than the group which played the non-violent competitive game. This aggres-
sion effect was also much more evident in men than women. Even when evaluating and accounting for
possible socialization effects, men still had a more aggressive response to the competition than women.
The researchers admitted that their measure of aggression may be more biased towards looking at more
22
direct forms of masculine aggression over the more subtle forms of female aggression, but they also noted
that the games themselves may play a role in the differing responses. For instance, the violent game had
selectable characters, but they were nearly all male. The non-violent game also had a similar gendered
dichotomy. The researchers postulated that men were able to identify more with a character that was the
same gender as they, while women struggled with immersion because they were underrepresented in the
game. It may be that women are less influenced by the imagery in games because they feel excluded from
the medium to begin with.
Dill and Thill (2007) were also interested in investigating sexist imagery in video games and its
link to perceptions of gender (Dill & Thill, 2007). They focused their analysis on the subculture surround-
ing gaming, pointing out that avid game players (called gamers) participate in online gaming blogs, attend
gaming conferences, and read gaming-oriented news sources and magazines. They hypothesized that hy-
per-masculinity and hyper-femininity, two gender tropes seen in television and cinema, are also common
traits among game characters. Hyper-masculinity, defined by Scharrer (2004), is the exaggeration of
“macho” characteristics such as a desire for action and danger and a more traditional view of relationships
and gender (Scharrer, 2004). Hyper-femininity emphasizes feminine characteristics and stereotypes such
as dependence, submissiveness, and sexuality. The authors suggested that hyper-feminine characters in
media send the message to women that their sexuality is the core of their being, whereas hyper-masculine
characters traits boil down to their strength and violence.
Dill and Thill (2007) employed two different methodologies: a content analysis of gender depic-
tions in gaming magazines (Study 1) and interviews with teenagers that required the participants to make
a list of characteristics for men and women in video games (Study 2) (Dill & Thill, 2007). The authors
found that 80% of women in the games were depicted as a stereotyped representation. Women were also
largely absent in video game magazines and advertisements, representing only one quarter of the charac-
ters in gaming publications. At the conclusion of Study 2, they reported that female characters were de-
scribed by participants as provocatively dressed and thin with a curvaceous figure. The terms “big boobs”
and “slutty” were the most common descriptors participants gave for women in games. The single most
23
commonly used adjective for men was “muscular.” It appears that many of the teenagers described Harri-
son’s (1998) “curvaceously thin woman” of television and film. The sample in this study defined men
characters as powerful warriors, while women were looked at as sex objects.
Miller and Summers (2007) also explored the different depictions of male and female video game
characters in gaming culture (Miller & Summers, 2007). They based their research on the established idea
that media imagery can shape individual perception concerning gender behaviors, suggesting that these
images can contribute to an individual’s own gender identity. They noted that games may be the most
influential visual medium because games give their audience an unprecedented amount of control and
interaction with their characters on-screen behaviors. Miller and Summers reported that past studies have
found women to be severely underrepresented in gaming narratives. When women were present, they
were far less likely than men to be the primary playable character. They were also more likely than men
to be depicted in clothes and roles that accentuated their sensuality over their abilities. Men have often
been portrayed as more muscular and capable, while women are more attractive and sexualized.
In order to evaluate gender roles in video games, Miller and Summers (2007) studied video game
oriented magazines and reviews to determine how characters were depicted in games and how they were
discussed by gaming critics (Miller & Summers, 2007). They found that men were the primary playable
character in 51% of games evaluated, while women were the playable character in 26.5% of games. Men
were also found to be significantly more muscular than women, supporting previous research. Women
were also more likely than men to wear revealing clothing and be sexualized, which is also consistent
with prior research. Miller and Summers suggested that it is likely that these representations negatively
impact both men and women because of how unrealistically they depict both genders. They note that
children are especially at risk from this imagery because their gender schemas are still being established.
In 2008, Barlett et al. organized a study involving college-aged men and women and their sense
of body-image following variably timed sessions of video games (Barlett & Harris, 2008). They defined
body-image as self-awareness of one’s body and the effects that this awareness has on self-esteem and
self-satisfaction. They recognized that previous media studies demonstrated that men’s body-image was
24
more negative after viewing shows with larger, more muscular men, while women’s body-image was
more negative following shows with thinner, smaller women. They hypothesized that these media effects
also apply to video games, and that the sample’s body-image may be more negative than after television
due to the participatory nature of video games.
Barlett et al. (2008) observed that men who played video games emphasizing muscularity had a
negative body-image and a more positive perspective on physical strength than they had before the gam-
ing session (Barlett & Harris, 2008). Interestingly, they also found that men who played as or viewed
more obese male characters had a negative body-image, but also a more negative view of muscularity.
After playing their video game session, the women reported a more negative body-image along with self-
reported lower sexual attractiveness, something that the men did not report. Barlett et al. identified three
points of interest from their findings: both men and women reported a more negative body-image follow-
ing video games than following other visual media such as television and cinema, these results were
found independent of the participants BMI, and these results were also independent of the experience that
participants already had with video games.
Martins et al. (2011) conducted a content analysis on male characters of the top 150 selling video
games from 2008-2009 (Martins, Williams, Ratan, & Harrison, 2011). Their goal was to compare the
types of masculine bodies found in video games to a computer-generated model of the average male
body, collected from a biometrics survey company. They indicated that evaluations of masculine body
imagery in games has yet to be examined thoroughly, and that new technology now allows the average
male body to be compared to the different body types in video games. Martins et al. develop their analysis
from the perspective of cultivation theory, noting that some studies have already begun linking cultivation
theory and video games, finding the effects of cultivation as strong as or stronger than television
(Harrison & Bond, 2007) (Williams, 2006).
Martins et al.’s (2011) results alluded to the idea of a “muscular gradient” for male characters
(Martins, Williams, Ratan, & Harrison, 2011). Photorealistic men in games had larger bodies than the
average male model, but as the video game character grew more unrealistic (“cartoonish”), the bigger his
25
muscles also grew, until they were comically large. Interestingly, they found that none of the video game
characters truly adhered to the muscular V male ideal found in television and cinema. All of the male vid-
eo game characters were larger and had bigger muscles than the average male, but none reflected the
bulky upper body slanting down to a smaller waist described by Pope et al. (1999) in their analysis of
leading male roles in television and cinema (Pope, Olivardia, Gruber, & Borowiecki, 1999).
Research findings have remained consistent on games throughout the previous two decades: men
are given power and strength, while women are weak, sexualized, and imperiled (Collins, 2011). Women
characters are rarely main characters; they are often relegated to sidekicks, supporting roles, or as a goal
for the main man character to achieve, such as a damsel in distress or sexual conquest. Gamers more
commonly experience games by playing as the man protagonist; they play the game as a woman protago-
nist far less often. This discrepancy has led to the opinion, both within the gaming industry and from a
portion of its audience, that the male perspective is more important to gaming narratives than the female
perspective. These narratives also reinforce the rigid gendering seen in cinema, television, and advertise-
ments.
3 METHODOLOGY
This research follows up on previous efforts to evaluate gender in video games. Many researchers
have evaluated video game characters based on imagery or descriptions in gaming magazines and web-
sites, but have not studied characters in the context of the game itself. Most research on the effects of
gaming does not examine the more recent gaming era of the Playstation 3, Xbox 360, and Wii. This is
crucial, because these consoles have created the most realistic and immersive games currently available.
26
This research will examine video game characters from 2007-2013, building on the foundation estab-
lished in prior literature and seeking out emergent ideas and themes that have developed in recent games.
3.1 Sample
The units of analysis in this project are individual story-based video games. I gathered this sample
based on popular and critically-acclaimed video games released on the Sony Playstation 3, the Microsoft
Xbox 360, and the Nintendo Wii video game consoles. I determined popularity by looking at the number
of units sold, as reported by the NPD sales group (a market metrics tracking website) and VGChartz.com,
a website that reports video game sales from the gaming publisher (VGChartz Methodology, 2015). I
used the website Metacritic.com, an aggregate website for media reviews, to measure critical acclaim.
The website compiles reviews from the most popular entertainment websites and assigns a meta-score
based on an average of the reviews (Metacritic Games, 2015). The scale is divided into five different cat-
egories: universal acclaim, generally favorable reviews, mixed or average reviews, generally unfavorable
reviews, and overwhelming dislike. This score reflects how well-received the video game was by the crit-
ics of the gaming industry.
The website also incorporates a meta-user score, which is an aggregate of user reported ratings on
the website. These scores are broken down into three categories: positive response, mixed response, and
negative response. While it is the critic’s job to examine and discuss the subtleties of the gameplay and
narrative, the user-reported ratings provide insight into how well received the game is by players.
For the purpose of this project, I chose games from the years 2007 through 2013, the primary
years that the Sony Playstation 3, Microsoft Xbox 360, and Nintendo Wii were on sale. I selected games
that sold over one million copies in the United States and had received Metacritic scores of “Generally
Favorable or Higher” and meta-user scores of “Positive.” Once I established this sample, the games were
evaluated for whether or not they were narrative-based. Narrative as a central component for a game was
determined by the game description on Metacritic, Amazon.com, and the game’s own website. I classified
a game as “narrative-based” if two of the three descriptions discussed the character(s) of the game, the
27
world in which the game takes place, and the central conflict that drives the game forward. For instance,
the description of the The Elder Scrolls V: Skyrim on Amazon.com reads:
The Empire of Tamriel is on the edge. The High King of Skyrim has been murdered. Al-
liances form as claims to the throne are made. In the midst of this conflict, a far more
dangerous, ancient evil is awakened. Dragons, long lost to the passages of the Elder
Scrolls, have returned to Tamriel. The future of Skyrim, even the Empire itself, hangs in
the balance as they wait for the prophesized Dragonborn to come; a hero born with the
power of The Voice, and the only one who can stand amongst the dragons. (Bethesda
Softworks, 2015)
This description includes mention of the primary player controlled avatar (the Dragonborn), the
world in which the game takes place (the empire of Tamriel), and a driving conflict (the high king of
Skyrim is murdered; individual groups vie for the throne). I chose seventy narrative based games using
these criteria, ten from every year from 2007 through 2013. I wrote the name of each game on a note card,
shuffling the deck of cards several times. I then counted and selected a game at every seventh card, gath-
ering a final sample of ten games.
3.2 Procedure
In order to collect the necessary data, I played each of the ten games to the completion of the narra-
tive. I considered the narrative as completed when, as in television and film, the credits would roll at the
conclusion of play. Throughout each narrative, I took notes using a coding sheet that summarized vital
aspects of the game’s background, the character’s description, and the character’s interaction with the
game’s narrative. Capturing these aspects of the main character and their role in the narrative gave a much
more universal approach to how these characters were acting within the game. The length of the main
28
narrative varies considerably from game to game. However, according to
www.howlongtobeat.com, a
website that measures how long it takes to complete a game, the longest running narrative in this sample,
Legend of Zelda: Skyward Sword clocks in at 38 hours, and the shortest, Portal 2, at 8.5 hours (How Long
to Beat.com, 2015).
3.3 Explanation of Coding Sheet
I created the coding sheet to evaluate metrics about the game, narrative, and main character. These
data are important for putting the primary avatars in the games into the narrative context. The initial rec-
orded data offer general information about each game, its name, its year of release, the gaming consoles
on which it was released, the developer of the game, and the thematic genre of the narrative. The release
year could indicate whether certain ideas or themes in games were more prevalent during certain years.
The console of release may shed light on whether some narrative ideas happen more on one gaming con-
sole than another, or if games released cross-platform (on more than one gaming console) have different
gender constructions than games only released on one platform. Knowing the game developer might show
whether a particular company is prone to enforcing or excluding certain traits in their characters or narra-
tives. Genre is also an important factor to consider because there are so many different types of games. A
game set in a fantasy world with magic may have different themes than a game set in a modern military
world.
Information about the main character (the primary player-controlled avatar) is vital because it ex-
plains the character that the player will be exploring the game as through the duration of the narrative.
There will be a deeper analysis of this avatar in the next section of the coding sheet, but this section was
meant to capture the basic metrics. Name, gender, race, job, and age are all characteristics that are usually
available to the player from the beginning of the game, and so they are coded as important characteristics
for the avatar. Metrics are also collected for games that allow the player to build their own avatar from the
ground up. In games such as The Elder Scrolls V: Skyrim, the player is able to create a character with al-
most limitless possibilities (the player is able to select age, gender, race, and physical build). This can be a
29
taxing effort for most gaming budgets, and so most games have a pre-created avatar for the player to con-
trol, or in some cases, a small selection of pre-created avatars. However, the ability to design a primary
player controlled avatar is a facet that is increasing in the video game industry, and could signify a shift in
the gender representations of video game characters.
The setting of the game describes the world in which the narrative takes place. Narrative settings
in games can be fluid since games may shift environments multiple times to hold the player’s attention.
However, it is important to establish a description of the setting in order to note any standout facts about
social order, gender politics, racial interaction, and political structure. This helps root the primary avatar
to a more believable world.
The main character is the perspective that the player uses to live in and navigate the game world,
and so this is the character that players will interact with the most. This individual leads the player
through the narrative, and the story will be seen through the eyes and context of the main character. The
story is driven forward by how players use the main character to interact with the gaming world, and how
supporting characters respond to these actions. Games generally begin with a pre-established avatar, but
some games allow the player to design their own protagonist.
The plot synopsis of the narrative is a summary of the major story events that occur in the game.
This synopsis is gathered by playing the main story of the video game and noting the important chrono-
logical sequence of events, the climax of the game, and how the narrative is resolved. This section also
puts the primary avatar within the context of the plot, demonstrating how his or her actions and motiva-
tions drive the game’s story forward.
3.4 Updates to Previous Research
A primary difference between my work and the works of previous scholars in the field is the
method of evaluation. Many scholars examine extraneous information around the game: box art, adver-
tisements, reviews, and even descriptions from gamers (Ivory, 2006) (Scharrer, 2004) (Beasley &
30
Standley, 2002). Few scholars take a look at the characters in the context of the narrative itself, and no
measures have been completed on the most recent era of video game consoles (Miller & Summers, 2007)
(Dietz, 1998). In my view, it is important to evaluate these characters in the stories from where they arise,
and to analyze the actual game as it is played.
4 RESULTS AND ANALYSIS
Table 1: Avatar Representation in Sample
Name of
Game
Name of
Avatar
Gender of
Avatar
Race of
Avatar
Occupation
of Avatar
Type of Game Age of
Avatar
Assassin’s
Creed 2
Ezio
Auditore
Male Caucasian Assassin Action/Adventure
22
Bioshock
Jack Ryan Male Caucasian Unknown Military/FPS Unknown
Dishonored
Corvo
Attano
Male Caucasian Queen’s
Guard
Action/Adventure
39
Fallout 3
Customized Customized
Customized Wanderer Roleplaying 19
31
Infamous
Cole
McGrath
Male Caucasian Bike courier Action/Adventure
27
Portal 2
Chell Female Mixed race Test subject Action/Adventure
33
Red Dead
Redemption
John Mars-
ton
Male Caucasian Retired Out-
law
Action/Adventure
38
Resident
Evil 5
Chris Red-
field
Male Caucasian Soldier Survival Horror 35
The Legend
of Zelda:
Skyward
Sword
Link Male Caucasian
(Hylian)
Adventurer Action/Adventure
20
Tomb Raid-
er
Lara Croft Female Caucasian Archaeologist
Action/Adventure
23
4.1 Findings
Finding #1: Men are heavily overrepresented in comparison to women as primary playable avatars
Of the ten games in the sample, seven games featured a male protagonist as the primary player-
controlled avatar, two featured female protagonists in the starring role, and one game allowed the player
to determine the gender of their avatar. Although the sample is smaller here, these male to female ratios
are similar to those found by Glaubke et al.’s (2001) report on male and female player-controlled avatars:
men still outnumber women in leading narrative roles in video games. Despite women playing video
games at higher rates than ever, many shy away from these narratively-focused games in favor of “casual
games,” which are classified as puzzle games, phone games, and web browser games (Collins, 2011)
(Jansz, 2005). These casual games do not require a lengthy time commitment and can be picked up and
played without any narrative investment. These data suggest that the overrepresentation of male primary
playable avatars may work to exclude female audiences from participating in narrative-driven games,
since so many of them are dominated by male protagonists.
Finding #2: Gaming narratives largely play out stereotypical male fantasies of power, violence, revenge,
and control. Even some games that feature female protagonists incorporate these themes.
32
The overrepresentation of male protagonists ties into the themes presented in gaming narratives
and the ways that games allow their audiences to interact with the characters of the story. In this sample,
nine of the ten games center on the main character attacking, maiming, or killing other human beings or
monsters in order to move forward in the game’s plot. These primary player-controlled avatars (PPAs) are
all somehow competent and adept at combat and killing, even the ones who claim to have never been in
such violent situations previously. Killing and combat is how these characters survive the narrative, and it
is how the game developers want their audience to interact with the narrative. These actions adhere to
traditional ideals about men and masculinity: men resort to violence and physical strength to assert their
identities (Jansz, 2005). These violent actions are not just a component of the game; they comprise the
core mechanics of the game.
Since the narrative often serves as a vehicle for the combat, the themes and ideas that are part of
the game’s story must also fit the combat and physical violence in the game. It would be jarring or absurd
to have a game’s narrative focus on puppy training, but have the protagonist fight and kill his way to his
goals. The core themes found in these gaming narratives are based around power, violence, revenge, ret-
ribution, and pride. In Assassin’s Creed 2, Ezio sets out to avenge the deaths of his family by killing eve-
ryone involved in the murderous plot. Bioshock has the protagonist, Jack, manipulated by a rebel group to
kill Andrew Ryan, the ruler of the city of Rapture. In Dishonored, Corvo’s lover (the queen) is murdered
in front of him and he is blamed for her death. He escapes from prison and begins a murderous campaign
to kill those who framed him and replace a corrupt government. Cole in Infamous is gifted with electrical
super powers after an explosion and must use them to defend his city from gangs and rescue his girlfriend
who has been kidnapped. In Red Dead Redemption, Marston’s family is held hostage, forcing him to hunt
down and kill the former members of his criminal gang. Resident Evil 5 sees Chris Redfield face off
against his long-time nemesis to prevent a biological attack and rescue his missing partner. Link in Sky-
ward Sword must leave his floating island and search for Zelda, who is being threatened by a mysterious
stranger. Tomb Raider strands Lara Croft on a lost island where the inhabitants kill or capture the rest of
33
her crew. She spends the game killing her way through the locals in order to prevent a ritual sacrifice of
her best friend.
Many of these narratives involve the protagonist having something forcefully taken from them
(family member, loved one, freedom, friends), resulting in a loss of power and control. The narrative then
prompts the player to take revenge on the person or group who left the protagonist in a powerless state. Of
the ten games in the sample, 7 of them begin with the protagonist in a state of complete powerlessness
(alone, weaponless, no support or assistance): Corvo being held prisoner (Dishonored), Chell waking up
in an abandoned laboratory (Portal 2), Ezio watching soldiers execute family (Assassin’s Creed 2), Lara
stranded alone on an island (Tomb Raider), John left for dead in the desert (Red Dead Redemption), the
unnamed avatar being abandoned by the protagonist’s father and hunted down by his enemies (Fallout 3),
or Jack barely surviving a plane crash (Bioshock). The other three games begin with the protagonist in a
state of very limited or minimal power: Chris and Sheva as soldiers in an overrun military zone (Resident
Evil 5), Link as a swordsman in unknown and dangerous lands (Legend of Zelda: Skyward Sword), or
Cole with superpowers trapped in a city descending into anarchy (Infamous). Moving from a place of
doubt and powerlessness to a place of confidence and power is a central theme running through all of the-
se narratives.
These topics (power, violence, revenge, control) are associated with stereotyped beliefs about
masculinity, and these stereotypes are perpetuated throughout popular gaming narratives. Even when the
protagonist is female, such as Lara Croft in Tomb Raider, she questions the deaths she causes in brief
moments of respite, but goes eagerly into killing again when she approaches the next group of enemies.
These narrative themes tie into the stereotypical ideals that men are aggressive, stoic, protective, and al-
ways in control (Martins, Williams, Ratan, & Harrison, 2011) (Jansz, 2005) (Dietz, 1998).
It is also important to mention that of the 10 games sampled, 8 of them starred a Caucasian pro-
tagonist. Of the 2 games without a Caucasian protagonist, one allowed gender and race customization
(Fallout 3), and one featured an avatar of indeterminate race whose culture was never explored (Portal 2).
All of these protagonists are young: 5 were between 19 and 29 years of age, 4 were between 30 and 39
34
years of age, and one protagonist’s age was never specified. Thus, most of the protagonists in this sample
were young, white men.
Finding #3: Women are more likely to be plot devices or supporting characters whose roles drives the
protagonist forward, limiting their agency and identity
Even though men are overrepresented in the PPA role of gaming narratives, women are still pre-
sent in the stories. Fundamentally, however, they fulfill different roles than men. Women drive the story
forward not by the actions they take, but through the violence or harm done to them or the unconditional
support that they offer the protagonist. Their role is secondary to the protagonist, but their disposition is
what helps engage the protagonist in the events of the story. Sometimes, a loved one of the protagonist
(wife/daughter/friend) is imperiled, injured, or killed, and this event serves as a sort of “call to action,”
starting the protagonist on the journey. In other ways, violence or harm visited upon a woman related to
the protagonist depends upon the connection that the player has to their PPA. A villain may seem aloof or
unintimidating, but when that villain harms or murders a loved one of the PPA (presumably a character
with whom the player is connected), it invests the player in seeking revenge on the villain. Five of the ten
games relied on the kidnapping or imprisonment of a woman supporting character to move the story for-
ward. Two of the ten games had women characters close to the protagonist brutally murdered during the
narrative. Women may also serve as support for the male protagonist. They will provide them with ad-
vice, heal them when they are injured, point them in the right direction, or provide them with the tools
(mainly weapons) that they need to overcome narrative obstacles. Six of the ten games utilized women in
these support roles.
There are numerous instances of female characters fulfilling these types of roles throughout this
sample. In Assassin’s Creed 2, after Ezio’s father and brothers are murdered, his mother is left catatonic
throughout the narrative due to shock. He moves his sister into his uncle’s mansion, where she provides
support and direction when Ezio needs assistance moving forward in his quest.
35
In Bioshock, Jack has the option to harvest the power growing within the young girls, dubbed the
“Little Sisters,” running around the city (killing them, strengthening himself), or purge them of this power
and save their lives. His actions, whether they are those of a savior or those of a killer, influence how oth-
er characters in the game respond to him, as well as how the narrative ends. He also receives guidance on
the game narrative’s lore from Dr. Tenenbaum, who is one of the doctors responsible for creating the Lit-
tle Sisters, and is trying to get Jack not to harm them in order to assuage her own guilt over her experi-
ments on the Little Sisters.
Dishonored begins with the Empress, Corvo’s secret lover, being assassinated in front of him.
The assassins also kidnap her daughter, Emily, the heir to the throne who the narrative hints is actually
Corvo’s daughter as well. The Empress’s death and her daughter’s kidnapping together form the catalyst
that sets Corvo on his journey to pursue the Empress’s murderers and rescue Emily.
A woman character’s death being used as a narrative catalyst is detailed aloud by Cole, the main
antagonist of Infamous. This trope differs from the damsel-in-distress trope because, instead of rescuing
the woman character, the protagonist uses the guilt and shame over the woman character’s death to justify
his violence and brutality against his adversaries. About two-thirds of the way into the narrative of Infa-
mous, the villain, Kessler, kidnaps Cole’s girlfriend, Trish, and makes Cole choose between rescuing her
and saving a group of doctors. No matter which choice Cole makes, Kessler ends up killing Trish, which
serves as the catalyst to make Cole hunt down his adversary. At the end of the narrative Kessler tells Cole
that he is actually Cole from the future who has come back in time to prepare him for a coming apoca-
lypse. In the final monolog of the game, Cole says:
My brain lurched, unable to accept that Kessler and I were the same person. He’d come
back in time to mold me into the savior he failed to be, going so far as to kill the woman
he loved, that I loved, so that I wouldn’t be tied down by emotions. Kessler wanted me
strong, ruthless, so that when I faced the beast, I’d be able to make impossible decisions,
all for the common good. (Infamous)
36
Plot-wise, Trish’s death is used as a device to goad Cole into killing Kessler, and prepare him for
the future obstacles he will be facing.
In Red Dead Redemption, John Marston’s family (his wife and son) are held hostage by federal
agents in order to force him to hunt down the remaining members of his gang. He is initially shot and left
for dead by the gang, but he is found and nursed back to health by a rancher named Bonnie. Once Mars-
ton recovers, Bonnie provides him with contacts and equipment to aid him on his journey. Towards the
end of the narrative, Marston dies defending his family in a shoot-out with the federal agents. Years later,
the death of Marston’s wife due to the grief over her lost husband spurs his son to hunt down the agents
who killed his father.
Resident Evil 5’s narrative begins with two main characters, Chris and Sheva; however, the player
is only able to play as Sheva after completing the game narrative once. Sheva functions as Chris’ partner,
providing back up to Chris throughout the duration of the story. In the narrative, Chris discovers that Jill,
his previous partner who was presumed dead, is still alive and likely in danger. His search for Jill drives
Chris forward when his commanders and overwhelming odds would have otherwise made him turn back
in his quest.
The core story running through Skyward Sword’s narrative concerns Link trying to find and pro-
tect his close friend (and romantic interest) Zelda. Zelda is pursued by evil forces through most of the
game. Link receives support and advice from an old woman, Impa, in the local temple, and from a young
warrior woman (later discovered to be a younger version of Impa who traveled to the present time) who
helps improve Links skills with his sword while giving him cryptic advice as to Zelda’s whereabouts.
Towards the end of the narrative, the antagonist captures Zelda, forcing Link into a final confrontation.
Finding #4: Male and female primary avatars are still sexualized, though to a lesser extent than was
found in earlier studies. While remaining physically attractive, there is less emphasis on their clothes and
body.
37
Previous gaming studies demonstrated that both women and men undergo degrees of
hypersexualization in gaming narratives (Martins, Williams, Ratan, & Harrison, 2011) (Martins,
Williams, Harrison, & Ratan, 2009) (Harrison K. , 2003). For women, this type of representation empha-
sizes their clothing and attractiveness; for men, their muscle and strength (Miller & Summers, 2007).
While these characteristics are still apparent in men and women in gaming narratives, they are less accen-
tuated than previous research has reported (Martins, Williams, Ratan, & Harrison, 2011) (Martins,
Williams, Harrison, & Ratan, 2009). Only one of the men, Chris Redfield, can be described as overly
muscular. The other seven male protagonists are all physically fit, but their muscle definition is not as
emphasized as previous gaming protagonists.
The woman protagonists are all attractive, but they are not overly sexualized. For instance, Lara
Croft wears a dark blue tank-top, long khaki pants, and ankle length boots. Though her clothes become
somewhat torn and messy, this reflects her trials of being stranded on a dangerous island, and it is shown
as her braving the elements and conditions rather than catering to the male gaze. Chell in Portal 2 sports a
white tank top with orange pants and a jacket tied around her waist, though the player rarely gets a com-
plete glimpse of Chell due to the first-person perspective of the game. Her outfit never changes through-
out the game and appears to be what one would wear to a track or field event: she wears it for her comfort
and athleticism, not sexual attention.
Finding #5: The growth in technology has allowed for more complex protagonists, including positive fe-
male protagonists. However, women’s character trajectories often fall in line with the male power fanta-
sy, suggesting that women’s gender in these games is somewhat invisible.
The advancement of technology in video games has resulted in more realistic appearing PPAs in
video games than previous generations of gaming. Due to men’s overrepresentation in the PPA role, audi-
ences are often exposed to male characters over female characters. In previous studies, researchers noted
38
a lack of strong, positive (non-sexualized) female leads (Stermer & Burkley, 2012). However, positive
modern woman protagonists have emerged that enjoy the same characterization that men protagonists do.
While their representation in gaming has not grown significantly, game developers are now creating more
dynamic woman characters than found in earlier years of video games. The women in these games have
fleshed out backgrounds, personalities, goals, desires, and mysteries.
In Portal 2, Chell has a story that slowly unfolds over the course of the game. As she explores the
ruins of the Aperture Science laboratory, her rivalry with the computer system GLADOS, an advanced
artificial intelligence, reveals more of her personality even as she remains silent throughout the game.
When the player figures out a difficult puzzle, they feel intelligent both as themselves and as Chell, be-
cause she is the PPA that the player has connected with in the game’s narrative (Long 2008). While Chell
remains aloof and mysterious throughout the narrative of Portal 2, other characters and enemies who
doubt her early in the game end up conceding that it is too difficult to outwit her.
In Tomb Raider, Lara Croft is tormented by the loss of her parents throughout the narrative. Many
supporting characters remark that her parents would be proud of her after she performs particularly heroic
actions, and she confides in monologues that she is fearful of not living up to the career that they had built
in archaeology. These aspirations are part of what drives her forward through the narrative. She begins the
game frightened of her surroundings, repulsed and angered over being stranded on this island. By the end
of the narrative, her enemies fear and respect her and she commands armies of supernatural soldiers in
order to save her captured friend. She is presented with challenges that she rises to meet. The events of
the narrative leave an emotional toll on her, which is something she is not afraid to admit. Similarly to the
male protagonists, she ascends from a place of powerlessness to a place of power.
These similarities call into question the importance of gender in gaming protagonists. If a female
protagonist follows the same character arc as most male protagonists (powerless to powerful through vio-
lence and combat), all within the male power fantasy, what are the differences between playing as a male
or female protagonist? The agency of the female protagonist is limited due to adhering to a masculinized
narrative. In this sample, two games out of the ten have a woman protagonist, with a third game (Fallout
39
3) allowing the player to choose their avatar along binary gender. Of these three games, only Portal 2
does not result in the woman protagonist becoming a brutal murderer fulfilling a violent power fantasy.
These findings represent how modern video games generally portray men and women. Results
seem to be consistent with previous findings: male protagonists outnumber female protagonists; narra-
tives are characterized by male power fantasies; women in supporting roles tend to function as objects for
the male protagonists; and men and women are stereotypically physically attractive but less sexualized
than in past research. Evaluating these gendered examples in terms of cultivation theory establishes how
these inequalities are reinforced to gaming audiences.
5 DISCUSSION
Cultivation theory posits that visual media is one of the primary storytellers in our culture. Values
and expectations of society are passed to audiences through popular mainstream visual media (Stermer &
Burkley, 2012). As viewers consume these stories, they come to assimilate the dominant values and con-
cepts they watch and play on screens into their own reality, perpetuating a perspective that is continuously
augmented through repeated viewings (Brown, 2002). Examining the data through the lens of cultivation
theory demonstrates how these inequalities in video games tie into larger social problems that pervade
how gender is conceptualized and understood. It is also crucial to investigate the message that gaming
audiences are receiving about gender by continuing to play games with unequal gender representation.
5.1 Cultivation Theory and Findings
5.1.1 Representation
40
Women’s underrepresentation as primary playable avatars can be attributed to a dearth of women
in visible fields like science and technology. These areas have historically been male-dominated, locking
out most women who tried to enter them by way of misogynistic cultural attitudes and undervalue of their
contributions in technology fields (Charles & Bradley, 2009). Recent years have seen that monopoly
slowly dissipate, but these fields are still overwhelmingly occupied by men. The shortage of women in
these areas diminishes their role as programmers and developers for gaming companies, resulting in fewer
protagonists that are representative of women.
Men have traditionally monopolized technology companies because it was not considered social-
ly acceptable for women to enter these types of industries (Charles & Bradley, 2009). A shortage of
women making or contributing to narrative-based games may suggest to game developers that women are
not interested in this kind of medium. Game developers focus on crafting narratives that appeal primarily
to male audiences because they, as men, are able to create a story that will resonate with other men.
Essentially, the broader social belief that women do not have the ability to create innovative tech-
nology is attributable to the traditional roles that limited women’s status in the work place. This belief
continues to be perpetuated through actively excluding women’s representation in gaming narratives.
From the perspective of cultivation theory, the consistent lack of female protagonists reinforces the notion
that this underrepresentation is acceptable and normal, and that developing more female protagonists vio-
lates a social construction that games are for men.
5.1.2 Power Fantasy
The core mechanics of most gameplay rely on the player becoming comfortable with the rules of
the gaming world, understanding the restrictions and limitations of these rules, and finally mastering the
tools that the game allows the player to use (Esposito, 2005). Game developers want players to feel pow-
erful and capable. In designing a game, the difficulty is an important consideration because a game that is
too easy will result in player’s disinterest, and a game that is too difficult will be inaccessible to all but the
41
most skillful gamers. It is up to the developers to fine-tune the game so that the player can overcome the
obstacles present in the game, letting the player feel triumphant and victorious.
As progressing technology allowed for more complex stories in video games, developers began
merging the elements of compelling gameplay--rules, restriction, power, triumph--into the themes of
gaming narratives. Gameplay that conveys a sense of power and triumph may limit the investment that a
player has in the game, however, establishing an engaging story that allows the player to follow the met-
amorphosis of their protagonist in a complete story arc creates a lasting experience.
Most games convey the illusion of power by having their protagonist fight and kill their way to
the end of the narrative. Frequently, modern games also have their protagonist collect experience points
which allow them to receive a boost in their attributes (which may include strength, defense, health, etc.)
and unlock new skills. The protagonist collects these points by completing various actions and missions
throughout the game. Collecting experience points, boosting attributes, and unlocking new skills allows a
protagonist to kill enemies quicker, kill more enemies, or survive longer against strong enemies. Six out
of the ten games in the sample have this point-based system, while the other games have the protagonist
gain these skills as part of the narrative.
In many video game narratives, becoming powerful means becoming a violent murderer. Nine
out of ten games in the sample require the protagonist to kill other humans in order to survive the narra-
tive. Use of violence and physical domination has become a common part of video game plots because, in
catering to a male audience, they adhere to the traditional male tropes of strength, action, and aggression
(Bartholow & Anderson, 2002) (Dietz, 1998). Power in games is measured by how effectively a character
can kill their opponents. Four games, Bioshock, Dishonored, Infamous, and Red Dead Redemption, grant
some rewards for killing fewer people or committing good deeds, but the narratives continue on if the
player decides to mercilessly kill all enemies in their path. Dishonored and Portal 2 are the only games in
which the player could theoretically survive the narrative without killing a single person.
Only two games in the sample represent power as intelligence, wisdom, or cunning: Fallout 3 and
Portal 2. Fallout 3 allows the player to update their intelligence rating, and the penalty of a low intelli-
42
gence rating means that the protagonist is unable to converse with certain characters, potentially missing
out on hints and side missions. Portal 2 grants the protagonist more skills and tools to solve the game’s
physics-based puzzles as the story progresses, leaving the protagonist with abilities to overcome obstacles
without harming people.
Video games feed into the stereotypical belief associated with masculinity that violence is a via-
ble way to overcome problems. The more powerful a protagonist is, the larger their propensity for vio-
lence and the more brutal their violent acts become. Engaging in these game narratives means, in many
cases, experiencing a violent power fantasy. Cultivation theory indicates that consistent exposure to this
trope strengthens the association of violence and strength with masculinity, continuing this traditional
gendered stereotype.
5.1.3 Women in supporting roles
Women are underrepresented as protagonists in narratives but are still present in every game of
this sample as secondary characters in the game’s narrative. Often, they are a driving force behind the
protagonist’s quest, someone of great importance to the PPA who is in danger. Her danger is what engag-
es the protagonist in his or her journey. This trope is not a new aspect of video game narratives. In dis-
cussing the 1987 game Super Mario Brothers 2, Sherman (1997) noted that children were perplexed by
the option to play as the Princess, since she was who Mario was trying to rescue in the original game.
“…it’s really weird…now she’s helping you instead of creating the problems,” noted a young boy as he
played the game (Sherman, 1997). Essentially, female supporting characters in games create the problems
that the usually male protagonists have to clean up.
The “damsel in distress” trope is a consistent facet of literature, art, and film (Sherman 1997). It
became a defining aspect of many early video game narratives, such as Super Mario Brothers, Legend of
Zelda, and Double Dragon (Sherman, 1997). The prevalence of the damsel in distress trope demonstrates
43
that the belief that women need to be protected, rescued, or kept chaste still resonates with mainstream
culture.
Two games in this sample also demonstrate an emerging theme with women supporting charac-
ters: the death of a woman character as motivator for the protagonist. The murder of Cole’s girlfriend,
Trish, is a pivotal moment in the narrative of Infamous that makes Cole realize that he needs to be the one
to kill Kessler, the main antagonist of the narrative. The Empress’ murder at the beginning of the narra-
tive of Dishonored and subsequent framing of Corvo for the crime starts Corvo on his journey to clear his
name and kill the true murderers. Despite the prominent roles that these women had in the lives of the
protagonists, we do not see them interact with the protagonists throughout the narrative. Trish is absent
through a significant portion of Infamous, fearful of Cole’s new superpowers, and the Empress is only
seen at the very beginning of the narrative of Dishonored, greeting Corvo on his return from a long jour-
ney. Essentially, the women’s role in the narrative is for them to die, to give the protagonist justification
for violence and brutality.
Besides functioning as a catalyst for the plot, many women in video games also work in a caring
or nurturing capacity toward the protagonist. They collect information on which the protagonist can act,
they nurse them back to health when they are wounded, or they attract the attention of the villain while
the protagonist launches a surprise attack. Akin to the damsel in distress trope, this still means that the
bulk of the agency in the narrative comes from the protagonist, who is most often male. These character
functions can likely be traced to the abundance of women in “supportive” professions such as nursing and
secretarial work. Women still experience the repercussions of unequal career representation to the point
where, even now, some careers are still thought of as “women’s work” (Shapiro & Williams, 2011)
(Rogers & Menaghan, 1991) (West & Zimmerman, 1987). Essentially, women as secondary characters
are present to move the story forward, or support the protagonist in their mission.
In terms of cultivation theory, this example posits that women lack agency. Throughout these sto-
ries, women are characters whose primary role is to serve as narrative motivation for the protagonist.
When assimilated into a game player’s world view, this idea may lead to that person disparaging the
44
choices that women make or underestimating women who are in positions of power. This is because gam-
ing narratives imply that women find meaning when they give purpose to the protagonist (and, by exten-
sion, the player) in a supportive capacity. Outside of that purpose, their presence is superfluous to the
flow of events. This also serves to cloud women’s identities as individuals, encouraging the belief that
women work best in supportive occupations and roles rather than roles requiring leadership and decision-
making.
5.1.4 Sexualization
Much of prior research into video games’ gender depictions paid close attention to the
sexualization of the characters. Portraying attractive or beautiful people is not a new trend in visual me-
dia, but as games are programmed on computers rather than filmed by a camera, video game creators
have unlimited possibilities for character design. Men and women in games have typically been portrayed
as both physically attractive and athletic (Martins, Williams, Ratan, & Harrison, 2011) (Martins,
Williams, Harrison, & Ratan, 2009) (Barlett & Harris, 2008) (Ivory, 2006) (Dietz, 1998). However, the
sexualization of these characters has been different for male and female characters.
Martins et al. (2011), in a content analysis of male gaming characters, found that men in general
were represented larger and more muscular than the average man (Martins, Williams, Ratan, & Harrison,
2011). This was true for all types of games, from games using cartoonish graphics to more realistic-
looking games. However, the physical dimensions of these characters still reflected an attainable body
type for men. These were not exaggerated appearances, and so Martins et al. (2011) suggested that male
gamers likely would not be heavily influenced by consistent exposure to these characters.
This sample did not stray from the previous masculine tropes: men were characterized by muscu-
lar, yet attainable builds. Some of them (Cole from Infamous, Link from Legend of Zelda: Skyward
Sword, John from Red Dead Redemption, and Ezio from Assassin’s Creed 2) appeared slightly thinner
than the examples given by Martins et al. in their analysis. All of them were able to perform outrageous,
occasionally superhuman athletic feats, such as vaulting up the sides of buildings and successfully
45
fighting large groups of opponents. In terms of cultivation theory, while these men’s physiques are not
outrageously disproportionate, repeated exposure may affect audience’s understanding of how a man
“should” appear. This may promote negative impressions of men who fall outside of this ideal.
Martins et al. (2009) examined female gaming characters and determined that the more realistic a
game appeared, the thinner their female characters were portrayed (Martins, Williams, Harrison, & Ratan,
2009). They also noted that, as opposed to men’s physical depictions, women were characterized by an
exaggerated physical ideal. The physiques of many of the female game characters are not dimensions that
can be attained by actual women. In many games, women still adhered to the curvaceously thin woman as
described by Harrison (2003): the dimensions of bust, waist, and slenderness are impossible to achieve
without medical intervention or body modification (Harrison K. , 2003). Martins et al. (2011) question
why men’s physiques, while still representing a physical ideal, would be less exaggerated than women’s
physiques.
Female protagonists’ bodies in this sample did seem to differ from prior research. While still thin
and athletic, they are not as disproportionately slim as Martins et al. found previously. They are able to
perform many of the athletic feats that their male counterparts did: Lara climbs trees and takes out groups
of enemies, Chell leaps large chasms and volleys herself through impossible traps, and the female avatar
of Fallout 3 is a weapons expert by the end of the narrative. In the perspective of cultivation theory, a per-
son who has experienced repeated exposure to this thin ideal would develop negative impressions of
women who fall outside of this physical parameter.
Another important aspect of the sexualization of male and female PPAs are the characteristics
that are emphasized. For men, that historically has been the size of their muscles and height (Olivardia,
Pope Jr, Borowiecki III, & Cohane, 2004). For women, that has historically been their breasts, waist, hips,
butt, and slimness (Harrison K. , 2003) (Dietz, 1998). The emphasized attributes of men demonstrate their
ability to intimidate enemies and perform feats of strength. Women’s bodies accentuated how attractive
and sexualized they appear. Essentially, male PPAs’ bodies are associated with action and ability, while
46
women’s bodies are created to be looked at. Men have agency to act, while women are acted upon, there-
by limiting their agency.
While the observed characters in my sample do not completely line up with previous findings re-
garding sexualization, these preceding results still remain a part of very recent gaming history. Although
the protagonists appeared less sexualized than in previous studies, they are all still slim, fit, and attractive.
They represent a physical ideal of beauty that, while less exaggerated than in previous studies, still has
ramifications for how audiences identify with these characters. In the perspective of cultivation theory, a
player would learn from playing games that men are meant to perform and intimidate, while women
should be more preoccupied with their physical appearance. Men who are not characterized by strength or
women who are indifferent to their appearance fall outside the norms presented by gaming protagonists,
and may therefore be devalued or openly reviled. This sets up men as dynamic actors while women wait
to be acted upon.
5.1.5 Characterization
The growth of technology has increased the potential for more engaging narratives and realistic
graphics. Early gaming relied on the player to use their imagination for much of the plot and character
reaction. Up until the last decade, games relied on the player reading the dialog (and some exposition)
from text on the screen. Updated gaming consoles have allowed characters in narratives to appear to ex-
press emotion and thought, making them more relatable to audiences. This feat is done through using
greater ranges of facial expressions, transposing actions and movements from actual people onto game
characters, and creating more complex dialog for narratives (Newman, 2013) (Kent, 2001).
Men PPAs are all fully fleshed out, realized characters. They have back stories, fears, and goals
that help the player relate to them (Newman, 2013). However, narrative games largely cater to a male
demographic due to their overrepresentation of male protagonists, their reliance on the male power fanta-
sy of strength and violence to advance the gameplay, and casting women in supporting roles rather than
primary roles (Ivory, 2006). Based on this evidence, one could assume that female PPAs would be under-
47
developed characters, or exist solely as stereotypes of women. Even though women PPA representation is
still heavily overshadowed by men PPAs, in the games I studied, women PPAs enjoy similar character
portrayal to men PPAs. The female protagonists in this sample even follow the same trajectory as men:
beginning in a place of powerlessness, collecting new weapons and tools, and finally triumphing over ad-
versary in the end to claim victory.
This equal characterization also has its complications. Since women follow similar character arcs
as men (i.e. powerless to powerful), one can argue that game developers disregard gender in character
development. Any character can fill the role of the protagonist if they begin, evolve, and end in the same
places. Lara starts out powerless, but she begins eagerly killing and attacking as soon as she has a weapon
in her hands, despite reportedly never holding a gun or fighting prior to the story. Chell is confused and
unsure at the beginning of Portal 2, she wakes up in an underground laboratory years after the events of
the first game with no knowledge of what transpired. However, she quickly adjusts to completing her
tasks without hesitation. Aside from physical appearance there is very little characterization separating a
female protagonist and a male protagonist.
From the perspective of cultivation theory, this type of characterization can have the effect of
“diminishing” gender differences. Seeing men and women follow the same trajectories and react in simi-
lar ways may advance the idea to gaming audiences that gender does not matter. While games like Tomb
Raider, Portal 2, and Fallout 3 feature female protagonists, games should strive to go beyond representa-
tion and recognize that men and women have different experiences due to their gender. Instead of neglect-
ing this, incorporating these perspectives into the protagonists’ personalities may result in characters with
novel character arcs.
5.2 Sociological Impact
The continued existence of gender inequality in games may not be surprising, as it has been ob-
served in many prior studies about video games (Stermer & Burkley, 2012) (Dill & Thill, 2007) (Beasley
& Standley, 2002) (Dietz, 1998). Given the massive popularity of video games, the observed gender
48
tropes in video games could have a culture wide impact, leading to game players who adopt and enact
these beliefs about gender in their daily lives.
5.2.1 Gender Schema Theory
Gender Schema Theory asserts that individuals create schema, or information networks of associ-
ation, through interaction with peers, family, and media (Bem, 1981). Individuals categorize information
about groups of people depending on differences emphasized during interactions. These differences can
be as simple as activities or interests, or more complex like behavior and conversation. These schemas
facilitate cognitive decision-making and judgments about situations and people. Schemas can be similar
for people in comparable sociocultural situations, as many schemas are dictated by the dominant collec-
tive beliefs of a society (Lemons & Parzinger, 2007). However, this can result in unreliable cognitive
schemas that perpetuate inequality by associating groups with stereotypes or social constructions (Lemons
& Parzinger, 2007) (Bem, 1981). Most schemas are developed in youth, and encourage people to process
interactions and behavior from the perspective of the rooted schema (Martin & Ruble, 2004)
Bem (1981) links the development of schemas with the reproduction of gender roles and divisions
that pervade society. She posits that the psychological theory of sex typing, attributing traits and behav-
iors to individuals based on their gender, leads to schemas relating to gender. Sex typing may increase in
environments where differences between genders are accentuated, such as classrooms where boys and
girls sit on opposite sides of the room, or offices that employ only men. Sex typing decreases when gen-
der similarities and intermingling between genders are encouraged.
As video games enjoy the same ubiquity as television and film, the gendered content in the narra-
tive of games likely has a role in the development of gender schemas. The content in games generally
over-represents men in positions of power and action, and casts women into roles that support or drive the
actions of the male protagonist. While female protagonists can have strong development and characteriza-
tion in the few games in which they appear, they tend to follow the same character trajectories and engage
in the same type of gameplay as men, which has the effect of obscuring their identity as women. Game
49
narratives place importance on men’s perspectives over women’s perspectives even when a woman is the
focus of the game; therefore, consistent exposure may assist in the development of schemas that value
men over women.
5.2.2 Self-Discrepancy and Social Comparison
Repeated exposure to the avatars and characters contained in this sample of video games may al-
so provide a standard that individuals use to judge themselves and others. Self-discrepancy theory de-
scribes how an individual’s conceptualization of who they are compares to what they consider an ideal
(Elsend & Moller, 2007) (Bessenoff, 2006) (Higgins, 1987). High levels of self-discrepancy may result in
the individual engaging in such behaviors as disordered eating or social anxiety in an attempt to achieve
their ideal (Bessenoff, 2006) (Higgins, 1987).
Festinger (1954) describes social comparison theory as comparing oneself to others that they per-
ceive as similar to themselves or in the same peer group (Festinger, 1954). An individual engages in up-
ward social comparison when they feel that they met or know someone that represents an ideal that they
are trying to achieve. This upward comparison may result in feelings of anxiety or depression (Elsend &
Moller, 2007) (Bessenoff, 2006). Bessenoff (2006) found that individuals with high levels of self-
discrepancy were more likely to participate in upward social comparisons. Bessenoff’s study demonstrat-
ed that highly idealized media figures (celebrities, actors, models) triggered individuals with high levels
of self-discrepancy to engage in more upward social comparisons than those with normal levels of self-
discrepancy.
The games in this sample demonstrate that male and female gaming protagonists still uniformly
represent an idealized version of physical attractiveness and strength. Bessenoff (2006) noted that celebri-
ties and models led to increased self-discrepancy; thus, it is possible that regular exposure to these video
game protagonists may result in a similar process in the player. Many modern games appear more realis-
tic than ever due to evolving technology, and so the characters look more human than they have in older
games, which could lead players to believe that real people may and can resemble these avatars. As high-
50
ly idealized media figures have done before them, game characters may promote unrealistic standards
concerning the physical standards of men and women. Thus, prolonged and repeated exposure to video
games may lead to an increase in negative self-image and unhealthy behaviors in order to achieve this
expectation.
5.2.3 Agent of Socialization
It is evident that video games have become a powerful agent of socialization for children and
teenagers. Agents of socialization—family, schools, peer groups, and mass media—are external institu-
tions that assist in developing identity and expectations for an individual (Dietz, 1998). Considering that
over half of American households own at least one device dedicated solely to video game play, the video
game industry should be concerned with how they are socializing younger generations (Essential Facts
About The Computer And Video Game Industry, 2013).
Video games have been a popular activity for children since the late 1970s, and game playing has
quickly moved from arcades into the living room (Glaubke, Miller, & Esperjo, 2001) (Dietz, 1998). A
study conducted by Cummings et al. (2007) found that, in a randomly chosen selection of adolescents,
they played video games for an average of one hour per weekday and ninety minutes per average week-
end day (Cummings & Vandewater, 2007). This number has likely increased due to the easy availability
of games on smartphones, web browsers, and tablets. Games’ ubiquity suggests that they are an integral
part of many adolescent lives and that adolescents spend several hours per week taking in the narrative
themes present in these games.
Many children and adolescents, therefore, are regularly exposed to some of the gender tropes dis-
cussed in this paper. These tropes make appearances in many video games, and so younger gaming audi-
ences may incorporate them in to their own understanding of gender. Essentially, games assist in the so-
cialization process of the young people who play them, and the gendered findings observed in this sample
may promote negative, stereotypical expectations of both men and women. Video games alone may not
completely shape the gender socialization of an individual, but it is apparent that some video games add
51
to the chorus set by the rest of visual media concerning unrealistic body expectations and gender dispari-
ties.
6 CONCLUSION
In this paper, I provide an update to how modern video games represent gender through the charac-
teristics of the primary playable avatar and the narrative of the game. I evaluated a random sampling of
ten popular games by playing through their narratives and observing the primary character, setting, sup-
port characters, and narrative story arc. I reached five conclusions after analyzing the collected data: (1)
men outnumbered women as the narrative protagonist, (2) most game narratives portray violent male
power fantasies, (3) women supporting characters were often relegated to being a damsel-in-distress or as
a murdered victim to justify the protagonist’s violence, (4) there is diminished emphasis on male and fe-
male sexualization compared to previous studies of earlier video games (Stermer & Burkley, 2012)
(Barlett & Harris, 2008) (Beasley & Standley, 2002) and (5) both female and male protagonists are more
complex than ever, but women often follow the same character trajectories of men, minimizing how im-
port gender is in these women protagonists. These findings are interpreted from the perspective of cultiva-
tion theory, suggesting that these games are perpetuating gender inequalities to gaming audiences. The
impact of these inequalities are demonstrated in the context of gender schema theory, self-discrepancy
and social comparison theory, and as an agent of socialization. These theories all express how the gender
inequalities prevalent in games may come to shape the attitudes and beliefs of gaming audiences.
Overall, these data show that gender inequalities are still present in modern video games, which
conforms to previous gendered stereotypes (Stermer & Burkley, 2012) (Downs & Smith, 2009) (Miller &
Summers, 2007) (Dill & Thill, 2007) (Glaubke, Miller, & Esperjo, 2001) (Dietz, 1998). While video
games have done a better job of showing that women are capable of being powerful protagonists, men
still enjoy wildly disproportionate representation as main characters and games still employ many stereo-
typical gender tropes. Game narratives still adhere to the male fantasy of power, strength, vengeance, and
52
violence, continuously reinforcing traditional masculine ideals. Protagonists of all genders are less sexual-
ized than in prior studies, but they still represent attractive, physically fit, able-bodied characters that per-
petuate difficult or impossible physical standards for audiences to achieve. This is especially true for fe-
male game protagonists, whose physical appearances rarely resemble realistic-looking women.
Video games, and the technology behind the games, can do much more. They can do better. Vid-
eo games present audiences with an immersive experience not seen in any other visual medium: the op-
portunity to control how the protagonist interacts with the story. Video games have limited themselves by
trying to mimic film and television, and this has led to a glut of games that focus on the same narrative
arcs and tropes, essentially guaranteeing that popular releases will resemble film and television. Instead of
continuing the inequalities perpetuated by other media, developers are in a unique position to create
games that convey to the audiences the experience and the emotional toll of social oppression while
providing tools and ideas to solve these social ills.
Outside of the restrictive boundaries given by larger publishers, some developers have crafted
unique experiences that demonstrate that games can invoke different themes than those seen in many of
the violent, popular games. These independent (or “indie”) games are generally created by individuals or
small development teams away from the large gaming companies and publishers of the industry. A popu-
lar indie game, Papers, Please, focuses on the perspective of an immigration officer in a fictionalized
country. The officer must decide who is allowed in to the country and who is rejected, and the narrative
shows the emotional toll that this process has on both the officer and the immigrants. To The Moon’s nar-
rative follows two scientists (one is a woman of color—a rarity in terms of video game representation)
who are using a fictional invention to pore over a man’s memories and honor his dying wish of getting to
go to the moon. The story also touches on social issues around those with autism, and how to better re-
spond to individuals on the autism spectrum. Independent video games can help change how people per-
ceive the gaming industry by focusing on themes other than the fulfillment of the violent male power fan-
tasy and would attract a more diverse array of players.
53
There are some popular narrative-based games that have made changes in portrayals and depic-
tions of characters. Game series like Mass Effect, Fallout, Elder Scrolls, and Dragon Age allow the player
to customize their protagonist (gender, race, height, weight, hair, etc.). The Mass Effect series made head-
lines for including same-sex relationships in the third installment of the series (Krupka, 2014) one of the
first series to allow players to choose to enter a same-sex relationship. The fifth installment of the Elder
Scrolls series, Skyrim, also included same-sex marriages as an option in the narrative, as does the second
game in the Dragon Age series. The recent third installment of Dragon Age includes a transgender char-
acter, which is almost never encountered in mainstream video games (Stonecipher, 2014). Electronic
Arts, one of the biggest gaming companies in the world, hosted the first ever industry-wide discussion of
LGBT issues in video games in 2013 (Corriea, 2014).
These games show that the medium can be used to shed light on social problems and allow audi-
ences to empathize with these situations on a personal level, and that enjoyable – and even successful –
mainstream games can feature a non-male protagonist, or even one who is not heterosexual. Rather than
continuing to marginalize women, set impossible physical standards, and retell the same violent male
power fantasy, game developers should consider experimenting more with games that defy these staples
of the industry. Game narratives that feature more female protagonists (or, at least, a different perspective
from the white male protagonist) and that rely on more than violence to interact with the story may reach
wider, more diverse audiences. The video game industry, as an agent of socialization, should consider the
gender inequalities they are promoting and upholding, and ponder a more inclusive, even-handed ap-
proach to their narratives.
6.1 Future Direction
This current study, along with prior studies, has established that games continually contain gender
inequalities in their representation and portrayal. Researchers should delve more into linking how gender
inequalities presented in games manifest in players’ ideas and attitudes. It would also be interesting to
examine whether different rates of game consumption influences attitude towards gender in different
54
ways, or whether gaming in general has a deeper influence due to its interactivity. Paying attention to dif-
ferent genres within the narrative classification may also show that certain types of games are better than
others with regard to the perpetuation of gender inequality.
Another big area for researchers to look at is race in video games. This sample only contained one
non-white character, suggesting that narrative games exclude the perspectives of people of color. How
can games better account for these minority perspectives? How has excluding non-white characters in
many gaming narratives influenced gaming audiences’ understanding of race?
Finally, it would serve sociology well to become more involved in studying the gaming industry.
Video games are the most interactive visual media available, and the possibilities are limitless concerning
the variety of themes and lessons that can be incorporated into a game. Sociologists could work with gam-
ing companies in order to help them be more inclusive to women, people of color, and sexual and gender
minorities. They could also work with programmers to develop their own games that promote education
about social issues. There are numerous films and books that use sociology as a powerful tool to examine
disparities, oppression, and stratification. Why not use this knowledge to develop games that also con-
front these issues?
6.2 Limitations
This research has some limitations. A larger sample would need to be considered in order for the re-
sults to be more generalizable. More researchers would be able to delve further into the dialog and scripts
of these games, looking for nuanced gender interactions. Some previous studies (Martins, Williams,
Ratan, & Harrison, 2011) (Martins, Williams, Harrison, & Ratan, 2009) (Beasley & Standley, 2002) used
specialized software to analyze virtual body proportions and clothing; this could be helpful in comparing
how gaming characters’ bodies and attire have changed over time. I was also unable to weave the con-
cepts of game company, year of release, or genre into the results in any meaningful way due to the small
sample, which is something that should be considered for future research. Being able to replay or re-
55
watch the gaming narratives, particularly from different social perspectives, could add more validity to
these results.
7 References
Bandura, A., & Harris, R. (1989). Human Agency in Social Cognitive Theory. American Psychologist,
44(9), 1175-1184.
Barlett, C., & Harris, R. (2008). The Impact of Body Emphasizing Video Games on Body Image
Concerns in Men and Women. Sex Roles, 59, 586-601.
Bartholow, B., & Anderson, C. (2002). Effects of Violent Video Games on Aggressive Behavior:
Potential Sex Differences. Journal of Experimental Social Psychology, 38, 283-290.
Beasley, B., & Standley, T. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping
in Video Games. Mass Communication and Society, 38, 279-293.
Bem, S. (1981). Gender Schema Theory: A Cognitive Account of Sex Typing. Psychological Review, 88,
354-364.
Bessenoff, G. (2006). Can the Media Affect Us? Social Comparison, Self-Discrepancy, and the Thin
Ideal. Psychology of Women Quarterly, 30, 239-251.
Bethesda Softworks. (2015). The Elder Scrolls V: Skyrim. Retrieved from Amazon:
http://www.amazon.com/Elder-Scrolls-V-Skyrim-Xbox-
360/dp/B004HYK956/ref=sr_1_1?ie=UTF8&qid=1429151093&sr=8-
1&keywords=elder+scrolls+skyrim
Bogt, T., Engels, R., Bogers, S., & Kloosterman, M. (2010). "Shake It Baby, Shake It": Media
Preferences, Sexual Attitudes and Gender Stereotypes Among Adolescents. Sex Roles, 63, 844-
859.
Brown, J. (2002). Mass Media Influences on Sexuality. The Journal of Sex Research, 39, 42-45.
Charles, M., & Bradley, K. (2009). Indulging Our Gendered Selves? Sex Segregation by Field of Study in
44 Countries. American Journal of Sociology, 114, 924-976.
Cohane, G. H., & Pope Jr., H. G. (2001). Body image in boys: A review of the literature. International
Journal of Eating Disorders, 29, 373-379.
Collins, R. (2011). Content Analysis of Gender Roles in Media: Where Are We Now and Where Should
We Go? Sex Roles, 64, 290-298.
Corriea, A. R. (2014, October 20). EA, industry professionals call for broader LGBT representation in
gaming. Retrieved from Polygon: http://www.polygon.com/2013/3/8/4076456/electronic-arts-
lgbt-full-spectrum
Cummings, H. M., & Vandewater, E. (2007). Relation of Adolescent Video Game Play to Time Spent in
Other Activities. Arch Pediatric Adolescent Medicine, 161(7), 684-689.
56
Dietz, T. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications
for Gender Socialization and Aggressive Behavior. Sex Roles, 38, 425-442.
Dill, K., & Thill, K. (2007). Video Game Characters and the Socialization of Gender Roles: Young
People's Perceptions Mirror Sexist Media Depictions. Sex Roles, 57, 851-864.
Downs, E., & Smith, S. (2009). Keeping Abreast of Hypersexuality: A Video Game Character Content
Analysis. Sex Roles, 62, 721-733.
Elsend, M., & Moller, J. (2007). The Influence of TV Viewing on Consumers' Body Images and Related
Consumption Behavior. Marketing Letters, 18, 101-116.
Esposito, N. (2005). A Short Simple Definition of What a Videogame Is. Authors and Digital Research
Games Association.
(2013). Essential Facts About The Computer And Video Game Industry. Entertainment Software
Association.
Festinger, L. (1954). A Theory of Social Comparison Processes. Human Relations, 7, 117-140.
Gerbner, G. (1998). Cultivation Analysis: An Overview. Mass Communication & Society, 1, 175-194.
Glaubke, C., Miller, P., & Esperjo, E. (2001). Fair Play? Violence, Gender, and Race in Video Games.
Children Now.
Groesz, L., Levine, M., & Murnen, S. (2002). The Effect of Experimental Presentation of Thin Media
Images on Body Satisfaction: A Meta-Analystic Review. International Journal of Eating
Disorders, 31, 1-16.
Harrison, K. (2003). Television Viewers' Ideal Body Proportions: The Case of the Curvaceously Thin
Woman. Sex Roles, 48(5/6), 255-264.
Harrison, K., & Bond, B. J. (2007). Gaming magazines and the drive for muscularity in preadolescent
boys: A longitudinal examination. Body Image, 4, 269-277.
Higgins, T. E. (1987). Self-Discrepancy: A Theory Relating Self and Affect. Psychological Review,
94(3), 319-340.
How Long to Beat.com. (2015). Games Search. Retrieved from How Long To Beat:
http://howlongtobeat.com/
Hunicke, R., LeBlanc, M., & Zubek, R. (2005). MDA: A Formal Approach to Game Design and Game
Research. Game Developers Conference.
Ivory, J. (2006). Still a Man's Game: Gender Representation in Online Reviews of Video Games. Mass
Communication and Society, 9(1), 103-114.
Jansz, J. (2005). The Emotional Appeal of Violent Video Games for Adolescent Males. Communication
Theory, 219-241.
Jo, E., & Berkowitz, L. (1994). A Priming Effect of Analysis of Media Influences: An Update. In J.
Bryant, & D. Zillman, Media Effects: Advances in Theory and Research. Hillsdale, New Jersey:
Lawrence Erlbaum Associates.
Kent, S. (2001). The Ultimate History of Video Games. Three Rivers Press.
Krupka, D. (2014, November 18). MASS EFFECT 3 TO OFFER SAME-SEX RELATIONSHIPS.
Retrieved from Internet Gaming Network: http://www.ign.com/articles/2011/05/16/mass-effect-
3-to-offer-same-sex-relationships
Kutner, L., & Olson, C. (2011). Grand Theft Childhood: The Surprising Truth Behind Violent Video
Games. Simon and Schuster.
Leit, R. A., Pope, H. G., & Gray, J. J. (2001). Cultural expectations of muscularity in men: The evolution
of Playgirl centerfolds. International Journal of Eating Disorders, 29, 90-93.
Lemons, M., & Parzinger, M. (2007). Gender Schemas: A Cognitive Explanation of Discrimination of
Women in Technology. Journal of Business and Psychology, 22(1), 91-98.
Martin, C. L., & Ruble, D. (2004). Children's Search for Gender Cues: Cognitive Perspectives on Gender
Development. Current Directions in Psychological Science, 13(2), 67-70.
Martins, N., Williams, D., Harrison, K., & Ratan, R. (2009). A Content Analysis of Female Body
Imagery in Video Games. Sex Roles.
57
Martins, N., Williams, D., Ratan, R., & Harrison, K. (2011). Virtual Muscularity: A Content Analysis of
Male Video Game Characters. Body Image, 8, 43-51.
McCreary, D. R., & Sasse, D. K. (2000). An exploration of the drive for muscularity in adolescent boys
and girls. Journal of American College Health, 48, 297-304.
McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the
World. Penguin Press.
Metacritic Games. (2015). Retrieved from Metacritic: http://www.metacritic.com/game
Miller, M., & Summers, A. (2007). Gender Differences in Video Game Characters' Roles, Appearances,
and Attire as Portrayed in Video Game Magazines. Sex Roles, 57, 733-742.
Newman, J. (2013). Video Games. Routledge.
Olivardia, R., Pope Jr, H., Borowiecki III, J., & Cohane, G. (2004). Biceps and Body Image: The
Relationship Between Muscularity and Self-Esteem, Depression, and Eating Disorder Symptoms.
Psychology of Men and Masculinity, 5(2), 112-120.
Pope, H. G., Olivardia, R., Gruber, A., & Borowiecki, J. (1999). Evolving ideas of male body image as
seen through action toys. International Journal of Eating Disorders, 26, 65-72.
Posavac, H., Posavac, S., & Posavac, E. (2004). Exposure to Media Images of Female Attractiveness and
Concern with Body Weight Among Young Women. Sex Roles, 38(3/4).
Rehak, B. (2003). Playing at Being. In M. J. Wolf, & B. Perron, The Video Game Theory Reader (pp.
103-127). New York: Routledge.
Rogers, S., & Menaghan, E. (1991). Women's Persistence in Undergraduate Majors: The Effects of
Gender-Disproportionate Representation. Gender and Society, 5(4), 549-564.
Scharrer, E. (2004). Virtual Violence: Gender and Aggression in Video Game Advertisements. Mass
Communication and Society, 7(4), 393-412.
Schleiner, A.-M. (2001). Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subersion in
Computer Adventure Games. Leonardo, 34(3), 221-226.
Shapiro, J., & Williams, A. (2011). The Role of Stereotype Threats in Undermining Girls’ and Women’s
Performance and Interest in STEM Fields. Sex Roles, 66(3-4), 175-183.
Sherman, S. (1997). Perils of the Princess: Gender and Genre in Video Games. Western Folklore, 34(3),
243-258.
Stermer, S. P., & Burkley, M. (2012). SeX-Box: Exposure to Sexist Video Games Predicts Benevolent
Sexism. Psychology of Popular Media Culture, 12.
Stonecipher, D. (2014, December 10). ‘Dragon Age: Inquisition’ Writer Explains How Bioware Created
Their First Transgender Character. Retrieved from Inquisitr:
http://www.inquisitr.com/1655469/dragon-age-inquisition-writer-explains-how-bioware-created-
their-first-transgender-character/
VGChartz Methodology. (2015). Retrieved from VGChartz: http://www.vgchartz.com/methodology.php
Watercutter, A. (2015, January 19). Feminist Take on Games Draws Crude Ridicule, Massive Support.
Retrieved from Wired: http://www.wired.com/2012/06/anita-sarkeesian-feminist-games/
West, C., & Zimmerman, D. H. (1987). Doing Gender. Gender and Society, 1(2), 125-151.
Williams, D. (2006). Virtual Cultivation: Online worlds, offline perception. Journal of Communication,
56, 69-87.
Zimmerman, E. (2004). Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of
Discipline. In N. Wardrip-Fruin, & P. Harrigan, First Person: New Media as Story, Performance,
and Game. MIT Press.
58
8 APPENDIX
Assassin’s Creed 2
Year of Release: 2009
Consoles released on: Playstation 3, Xbox 360, PC
Developer: Ubisoft
Type of Game (thematically):
Action/Adventure
Roleplaying Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications out of 100): 91
User score (a metacritic score based on fan/public ratings out of a high score of 10): 8.5
Units sold (based on the NPD sales group): 5 million
MAIN CHARACTER INFORMATION
NAME Ezio Auditore
GENDER Male
RACE Caucasian
JOB Assassin
AGE Early 20s
Setting
59
The setting of this game is 15
th
century Italy, specifically (in the beginning), the city of Florence.
The main narrative of the game is told through a framing technique: a secret order (the assassins) in the
present (2012) are looking at the genetic memory of a fellow assassin in order to gain clues about a great
catastrophe that is going to befall the world. The story unfolds through this framing technique, with only
momentary interruptions in the historical narrative to return to the modern present.
The story is also meant to depict a reasonably accurate setting of how 15
th
century Italy would
actually appear. The city is built in the game based on maps of 15
th
century Florence, and many of the
politicians and religious figures encountered were actual people in this time (though some dramatic liber-
ties are taken).
The Main Character
Ezio is the son of an influential Italian aristocrat who is also secretly a member of the Assassin
order, a group dedicated to fighting the Templars who wish to control humanity (Ezio is unaware his fa-
ther is part of this order). At the outset of the game, Ezio is depicted as a womanizer and typical pampered
rich boy, albeit with a charming personality (he could be described as an affable rogue). He is often re-
ferred to as attractive and handsome. He runs races with his brother through the streets of Florence, ca-
vorts with women, gets into alteractions with rival families, and has an immature outlook on the future.
His mother and father worry about Ezio, as he seems to have no ambition or desire to settle down or get
into the banking business like his father. After tragedy befalls their family, Ezio is left to take care of his
mother and sister as they flee for their lives. He is forced to either come to terms with maturity or let the
remaining living members of his family die. After he discovers the truth of who his father was, and that
he was killed by enemies of the Assassins, Ezio trains to become an Assassin in order to avenge his fami-
ly. Even though he has ambition and drive now, he is still largely motivated by revenge throughout the
gaming narrative. He ultimately tries to help the citizens of the Italian cities he travels to, and is essential-
ly a good character, but his desire for revenge is something he is focused on during every part of the story.
It is important to note that Ezio’s style of combat, as an Assassin, is stealth. He never likes com-
ing out into the open to combat his enemies, he prefers hiding in the shadows and sneaking around than
full out confrontation. When he does attack or kill in front of others, he moves quickly and escapes to a
hiding place in order to avoid detection.
Appearance
Ezio Auditore of Assassin’s Creed 2 is covered in a large white cloak throughout much of the
game which hides any muscle mass. He does present as fairly thin, and his actions throughout the game
show him to be spry and athletic. He also engages in parkour and climbs over buildings and leaps be-
tween rooftops, though he does not have supernatural abilities. The camera presents as free roaming, giv-
ing the player full control over how they would like to see Ezio perform his actions through the game. As
opposed to many of the other protagonists, Ezio becomes fatigued when running for too long, putting a
restraint on one of the more impressive feats exhibited by many video game characters.
Ezio wears an elaborate outfit that reflects his membership of the assassin’s guild. The base of it
is a long white cloak with hood, with long brown gloves, brown pants, and brown boots. He sports a red
side cape and red sash in the middle of his chest which also displays the logo of the assassin’s guild. He is
able to customize his clothes throughout the game (changing his cloak to a variety of colors), but the gen-
eral outfit remains the same. In certain cut scenes when he pulls his hood down, he has short brown hair
pulled back in a tight ponytail.
Plot Synopsis
The game starts in 15
th
century Florence, Italy, letting you take control of Ezio Auditore, the son
of an Italian aristocrat (who is also secretly part of the Assassin order). The Audiore family is of the
wealthier families in the city, and life is relatively easy for them. The enemies of the Assassins, the Tem-
plars, orchestrate a plot to kill the Auditore family for unknown reasons. Ezio, his mother, and his sister
60
are away from their home, but his father and two brothers are killed. Ezio flees with his family to the
countryside where he is found by his uncle, who owns a large villa in a small town.
His uncle helps train him in the way of the Assassins and provides him the clues to uncovering
why his family was targeted by the Templars. This search takes place over nearly two decades. In this
period, Ezio befriends Leonardo da Vinci and Niccolo Machiavelli (the latter who is also a member of the
Assassins), and the Medici family. Ezio manages to trace the plan to kill his family to a Templar named
Rodrigo Borgia (the primary antagonist). Ezio also discovers that the struggle between the Assassins and
Templars centers on powerful artifacts called Pieces of Eden. These artifacts are weapons capable of de-
struction and control, and so are highly sought after by the two battling groups.
Ezio eventually finds a Piece of Eden with the help of other Assassins. Unfortunately, Rodrigo
Borgia also locates a Piece of Eden to counter Ezio’s piece. In the final sequence of the game, Ezio
sneaks into The Vatican to assassinate Rodrigo Borgia, who is now Pope Alexander VI. After a confron-
tation, Ezio nearly kills Borgia, but decides not to since it will not bring his family back. Ezio claims Ro-
drigo’s Piece of Eden and uses both acquired Pieces to unlock the vault under The Vatican, providing him
with a prophecy that the world will be coming to an end in the year 2013.
Bioshock
Year of Release: 2007
Consoles released on: Playstation 3, Xbox 360, PC, Mac
Developer: Irrational Games
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 94
User score (a metacritic score based on fan/public ratings): 8.6
Units sold (based on the NPD sales group):4 million
MAIN CHARACTER INFORMATION
NAME Jack
GENDER Male
RACE Caucasian
JOB Unknown
AGE Unknown
Setting
The narrative setting is in an underwater city called Rapture. The year is 1960. The city was cre-
ated and funded by a wealthy businessman named Andrew Ryan who adheres to Ayn Rand/Atlas
Shrugged libertarian ideals. It was built with the purpose of escaping government regulations and over-
sight, so that society’s best and brightest minds could prosper and invent to their heart’s content without
regulatory constraint.
61
The city lasted over a decade, but class warfare broke out among the population. A business ty-
coon named Frank Fontaine started several successful companies, supplanting Andrew Ryan as the eco-
nomic center of Rapture. Despite Rapture being founded on free market ideals, Andrew Ryan eventually
led a police force and shut Fontaine down, sinking him and his business to the bottom of the ocean floor.
Ryan then took over all of Fontaine’s companies. As Fontaine was a champion of the lower classes, this
stoked a lot of ire among the population of Rapture.
This unrest was further fuelled by the development of a type of genetic engineering. These genet-
ic plasmids allowed people to use powers, such as lightning, fire, and telekinesis, which go beyond nor-
mal capabilities. Plasmids were created through a type of underwater organism referred to as ADAM,
which only seems to thrive in pre-pubescent girls. As people used plasmids, their addiction to ADAM
overwhelmed their sanity, and so cyborg guardians called ‘Big Daddies’ were assigned to each girl to pro-
tect them. The ADAM filled girls were referred to as ‘Little Sisters.’ These plasmids were only affordable
by the very rich, though. Access to this technology, or lack thereof, led to a civil war in Rapture. As more
people began to use this technology, they began to see that it created mental and emotional abnormalities.
Using it too much drove most people insane. These ADAM addicted individuals were referred to as
‘Splicers,’ referring to individuals who spliced too many genetic plasmids with their own DNA.
The city eventually had a complete social collapse, descending into anarchy, which is when the
game starts.
Main Character
The central conflict involves the main character, an unnamed protagonist, and his journey to es-
cape Rapture. His plane crashes in the Atlantic Ocean at the entrance to Rapture, and he ends up trapped
inside while looking for help. The protagonist meets the leader of the underclass, Atlas, who led the rebel-
lion in Rapture. He tells the protagonist that if he assists him in killing Andrew Ryan, the creator and
leader of Rapture, that he will help the protagonist get back to the surface and to safety.
The role of the character, as well as his motivations and goals, are fairly vague in the beginning of
the game. He is a Caucasian male in his 30s from his exposed hands, voice, but aside from that he has no
discernible description or occupation. In the game, he is a confidant and assistant to the leader of the re-
bels in Rapture. From early on, he demonstrates a proclivity for violence, as he has no qualms or issues
with killing those who are in his way in Rapture. Violence and danger do not seem to faze him much. He
also willingly undergoes the genetic engineering technique that drove many in Rapture insane.
Jack comes across several morality choices throughout the game that result in him being a more
benevolent or ruthless protagonist. These choices will influence for how other in game characters react to
your protagonist. While remaining ruthless makes the game easier, the benevolent choices result in a bet-
ter end result for Jack and the rest of Rapture.
Appearance
Jack of Bioshock has no true image throughout the game. There is no official art or design of him
in the narrative, and you only catch glimpses of a caucasian male in broken mirrors and water reflections.
The player essentially plays the entire game from first person perspective, viewing the narrative from the
eyes of Jack. Besides being able to wield weapons and participate in combat against enemies, it is diffi-
cult to get a grasp on Jack’s physical build.
Since the game is first person perspective, and the cut scenes of the game do not stray from this
perspective either, it is hard to determine Jack’s physical appearance. The only discernible characteristic
related to his fashion choices is a small tattoo on the underside of his left wrist of three black chains
linked together.
Plot Synopsis
The main character, Jack, is on a plane that crashes into the ocean. He swims to a nearby light-
house and takes an elevator down, which brings him to the lost underwater city of Rapture. He is contact-
ed by a man who calls himself Atlas. Atlas identifies himself as the leader of the rebellion in Rapture,
62
supporting the underclasses as they fight to free Rapture from the oppressive rule of Andrew Ryan. An-
drew Ryan built the city as a kind of libertarian paradise, but his greed led to him becoming a dictator
over the city. Atlas asks if Jack will help save his family, whom Ryan has captured, and in return Atlas
will help Jack get back to the surface. Jack agrees.
Jack makes his way through Rapture, encountering dangerous splicers and eventually running
into a Little Sister guarded by a Big Daddy. Jack defeats the Big Daddy, and has the opportunity to either
save the Little Sister or kill her, using the ADAM she has. Atlas encourages Jack to kill the Little Sister,
but Dr. Rosalind Tenebaum intervenes and asks Jack to save her. Dr. Tenenbaum helped create the Little
Sisters but is deeply regretful of her role, and so is now trying to find redemption. However Jack chooses
impacts how characters talk to him and view him throughout the game: harvesting gets Jack vilified by
Tenenbaum and her allies and praise from Atlas, while saving them makes Atlas doubt Jack’s ability to
survive in Rapture.
When Jack finally does encounter Atlas’ family, Andrew Ryan sets off an explosion, killing At-
las’ wife and child. Atlas is grieving, but has Jack reconvene with him to make a strike against Ryan. As
Jack continues helping Atlas, he is filled in on what helped lead to the downfall of Rapture through the
stories of Atlas, Dr. Tenenbaum, and recordings left behind from Rapture’s citizens.
After fighting through splicers and Big Daddies, Jack eventually arrives at Andrew Ryan’s office.
He walks in, prepared to end it once and for all. Andrew Ryan hints that Jack is not in control of himself,
that Atlas has been leading him on throughout the entire game’s narrative. Jack kills Andrew Ryan, and
upon doing this, Atlas reveals that his true identity is Frank Fontaine, the business tycoon. Fontaine also
tells Jack that he is actually Andrew Ryan’s ‘illegitimate son,’ and that Fontaine had biologically pro-
grammed him with false memories in order to bring him to Rapture. The only way into Andrew Ryan’s
main facility was a near perfect genetic match to Andrew Ryan, and so Jack qualified. Fontaine tells Jack
that with Andrew Ryan gone, he is going to sell the plasmid technology to countries on the surface, and
change humanity.
Tenenbaum and the surviving Little Sisters rescue Jack, and they all agree that they need to stop
Fontaine before he gets to the surface. They track Fontaine’s escaping submarine, and Jack kills Fontaine
as the submarine surfaces. Depending on if Jack chose to save or kill the Little Sisters through the narra-
tive, he either lives happily, or decides to rule Rapture as a dictator.
63
Dishonored
Year of Release: 2012
Consoles released on: Playstation 3, Xbox 360, PC
Developer:Arkane Studios
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 89
User score (a metacritic score based on fan/public ratings): 7.8
Units sold (based on the NPD sales group): 1.77 million
MAIN CHARACTER INFORMATION
NAME Corvo
GENDER Male
RACE Caucasian
JOB Queen’s Guard
AGE 39
Setting
The narrative takes place in the city of Dunwall, a capital city of an empire that reigns over a se-
ries of islands named Gristol. The time period is meant to invoke late 17
th
or early 18
th
century Western
Europe, with some elements of steampunk (advanced technology in a primitive setting) used as well.
Gristol is ruled over by a benevolent Empress, who is renowned for her good heart. There is still a sharp
divide between the rich and poor, and the Empress’ governmental powers are limited by her theocratic
government. Much of the city is impoverished, while the upper elite have plentiful food and drink.
64
Dunwall is also currently inflicted by a plague. The plague affects the poor more than the rich,
but many prestigious members of the upper class have also died due to the plague. Renowned physicians
have developed some medicine to combat the plague, but only the rich can afford it, and it does not ap-
pear that the medicines can completely cure the disease.
The empire also follows a strict religion called The Abbey of the Everyman. This religion is also
responsible for the oppressive government restrictions on the underclass. The Abbey follows 7 cosmolog-
ical signs that all dictate denial of basic human desires. The practice of any other religion, particularly
witchcraft, is forbidden by the religion. The High Overseer, considered the highest religious representa-
tive, governs the religion in Gristol. However, the elite are often found to be violating the tenants of the
religion with little or no consequence, while the police force brutalizes the underclass for every slight re-
ligious infraction.
Despite being ruled by an Empress, Gristol seems to have rigid gender roles, as no women appear
in the guards or military of Gristol. The city has quite a large and respected brothel, and many of the
poorer women simply resort to prostitution. There are also various brutal gangs that operate in the poorer
districts, and these are also all devoid of women. Even though the ruler of Gristol is a woman, her power
is largely held in check by the male dominated theocratic government.
Main Character
Corvo Attano is the protagonist of the narrative of Dishonored. Corvo is the primary bodyguard
of the Empress, and as the game confirms, also her lover. He is also the first of the royal bodyguards that
is low born and born outside of the main reaches of the Empire. Not much is known about Corvo’s past,
and even many of the people he works with in the military of Gristol know little about him before the day
he came to the main court of Dunwall.
Corvo is basically the physical embodiment of “tall, dark, and handsome.” He has long brown
hair, a muscular physique, and an aloof demeanor. He is quiet, and rarely speaks unless it is absolutely
necessary. He is renowned for being a formidable officer for the Empress, and is quite capable in battle.
After the early sections of the narrative, a mysterious supernatural figure known as “The Outsider” grants
Corvo powers that allow him to do things that normal people cannot, such as teleport or freeze time. The-
se skills help him throughout the course of the narrative and are confirmed to be the witchcraft that the
Abbey of the Everyman seems to fear so much.
Also central to the narrative and Corvo’s character are the options to complete the narrative in
either a mode of “low chaos” or “high chaos.” These modes reflect how Corvo completes his mission. If
Corvo is stealthy and does not kill or fight his way through areas, then that is considered a “low chaos”
action and the game rewards it accordingly. Likewise, if Corvo slaughters enemies and is seen by many
guards, it will result in a “high chaos” action and the narrative will change accordingly. Supporting char-
acters will become more warm or fearful of Corvo depending on whether he completes his missions in
low or high chaos, respectively. Essentially, Corvo has his base mysterious personality, and the player
shapes how aggressive or benevolent Corvo is through how he surpasses obstacles in the narrative.
Appearance
The player sees the game through a first person camera mode, through the eyes of Corvo. How-
ever, the player does see images of Corvo in the game’s static movie clips, providing a good idea of his
appearance. He is fairly tall and thin, but not overly muscular. He has some supernatural abilities that en-
hance his physical capabilities, but he is a trained and formidable soldier even without these additions.
Most of the supporting characters refer to Corvo’s reputation in awe and respect, since he became well
known for military exploits in the years before the game’s story, suggesting a fair amount of physical fit-
65
ness and training. Overall, even though Corvo is not seen too much by the player throughout the game, it
is safe to assume that he is muscular and fit, though not as bulky as some of the other male protagonists.
Plot Synopsis
At the game’s outset, Corvo is returning to Dunwall from a mission abroad attempting to discover
the cause and solution to a virulent plague sweeping the city. After he greets the Empress’ daughter, Emi-
ly, and the Empress herself, Jessamine, assassins appear on the rooftop. Corvo tries to fight them off, but
they use magic to teleport around him and kill the Empress. One of the other assassins also kidnaps Emi-
ly. The guards come running in and just see Corvo with his sword out and blame him for the death of the
Empress. They attack him, arrest him, and charge him with regicide and kidnapping.
A few months later, Corvo is set to be executed, but a sympathizer smuggles him a key to his cell.
Corvo escapes through the sewers and is greeted by a ferryman. This ferryman takes Corvo to a rebel
group, who informs Corvo that they are aware of his innocence and they are trying to overthrow the brutal
government that took the Empress’ place after she was killed. The rebel group is being led by Admiral
Havelock, a high ranking official of the Gristol military, along with Lord Trevor Pendleton, another high
ranking member of the Gristol government. They appeal to Corvo to assassinate a few high up figures so
that they can move in, take over the government, and restore order to the empire. Gristol has since fallen
on difficult times, as the plague has spread unchecked and the new Lord-Regent who replaced the Em-
press is a brutal man with draconian tactics.
The evening before his first mission, Corvo is approached in his dreams by a mysterious being
known as The Outsider. The lore of the game’s religion, The Abbey, warns that The Outsider is an evil
being who tempts people into signing away their souls, but he informs Corvo that he wishes to grant him
powers to assist in his journey. These powers increase Corvo’s senses, vitality, and strength. It also gives
him unique abilities, such as teleportation, slowing down time, and possessing enemies minds.
Corvo begins killing vital members of the corrupt Gristol government one by one, plunging
Gristol into an even greater state of paranoia. Corvo eventually finds Emily, the former Empress’ daugh-
ter, being held captive. He rescues her and brings her back to the rebel base, and the rebels immediately
begin grooming her to take the Empress’ place once they win the government back.
After assassinating enough key members of the government to cause a near total collapse, Corvo
infiltrates the Lord-Regent’s mansion and assassinates him. The Lord-Regent’s journal and final words
implicate him as the one who brought the plague to Dunwall as a method to control the underclass, who
he perceived as a danger to the upper class. Unfortunately, the plague was much more virulent thjan he
had anticipated, and he lost control of its spread. Admiral Havelock and Lord Pendleton take over the
government and put Emily on the throne after the Lord-Regent’s death.
On the evening of their celebration, Havelock and Pendleton poison Corvo, in an attempt to cover
up their assassination plot. They also kill off most of the remaining rebels at their base. A member of the
group sympathetic to Corvo quickly slips him the antidote to his poison and sets Corvo adrift in a boat,
telling him that he should get away from Dunwall and never return for his own safety. His boat drifts into
the hideout of a man named Daud, who controls a gang of warriors who all have the same supernatural
powers as Corvo. Daud tells Corvo that his group was the one hired to assassinate the Empress by the
Lord-Regent. Corvo takes on Daud’s guards and Daud himself, overcoming them and steering back to
Dunwall to rescue Emily.
When he arrives in Dunwall, he learns that Havelock and Pendleton are holding up at a military
base at sea, along with Emily. They have fractured the government further, resulting in the beginning of a
civil war in Gristol. Corvo storms the base, navigating his way to the top, where Pendleton and Havelock
are waiting. Corvo finds that Havelock has killed Pendleton and is attempting to enforce his own rule
with Emily as a puppet leader. Corvo subdues Havelock and frees Emily from captivity. She assumes the
throne, making Corvo her bodyguard until the end of his days. The ending has slight differences depend-
ing on how brutal Corvo was throughout the game, and if he defeats Havelock fast enough. If Corvo waits
too long to subdue Havelock, he kills Emily and Gristol is plunged into anarchy.
66
Fallout 3
Year of Release: 2008
Consoles released on: Playstation 3, Xbox 360, PC
Developer: Bethesda
Type of Game (thematically):
Action/Adventure
Role Playing
Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 90
User score (a metacritic score based on fan/public ratings): 8.0
Units sold (based on the NPD sales group): 5 million
MAIN CHARACTER INFORMATION
NAME User created
GENDER User created
RACE User created
JOB Student/Wanderer
AGE 19
Setting
This game is set in the year 2277 in Washington DC. Now known as the “Capital Wasteland,”
Washington DC and the surrounding area is a barren desert after a nuclear attack from China on the Unit-
ed States. The United States has essentially disbanded, and much of the populace lives in small towns and
67
villages. Gangs of raiders and thieves attack the few settlements that have managed to spring up. Muta-
tions from the radioactive fallout resulted in some new creatures and people.
The world uses a kind of anachronistic landscape. For instance, the nuclear war happened in the
year 2077, but the remnants, architecture, and music reflect the 1940s/1950s era United States. These as-
pects of the game create an odd dichotomy with the modern advancements of computers, lasers, robots,
and high technology of the latter half of the 21
st
century.
Before the country was bombed, some of the population was selected to live in underground, high tech
vaults to ride out the attacks. These were outfitted with food and shelter enough to last for a century or
more. Most of the vaults never opened their doors again unless instructed to or by outside interference.
The protagonist begins the narrative in one of these underground vaults, Vault 101. He has lived
there for his entire life with his father and has never been to the surface. The vault has a sizable but dwin-
dling population, and everyone is assigned their job/duties through an aptitude test that all students take at
age 19.
Main Character
The protagonist of Fallout 3 is essentially whomever the player wants him or her to be. There is a
robust character design from the beginning, letting the player choose physical attributes from hair style,
facial structure, weight, gender, race, and build. Following that, the player builds the key attributes of
their character, allowing them to craft a character that is intelligent or strong or charismatic, or average at
everything. The narrative of the game is filled with choices and a morality system. Players can have their
protagonist choose a righteous path, an evil path, or a neutral path. Each of these opens up different pos-
sibilities in the narrative. As the protagonist interacts with the world more, his or her actions may increase
renown. Renown is how well known the protagonist is to the supporting characters of the Capital Waste-
land. For instance, if the protagonist’s renown is high and they have committed evil deeds, many towns
will close their doors to him or her, but the various gangs and raiders of the countryside will welcome the
protagonist with open arms.
There are also different character perks that the player can unlock depending on gender choice.
For instance, male protagonists can unlock the “Ladykiller Perk” which allows increased combat damage
against women as well as dialog options with women not normally present, and female protagonists can
unlock the “Blackwidow Perk” which allows the same bonuses as the “Ladykiller Perk” only for women
against men. The protagonist’s father’s dialog will also change slightly when referring to the protagonist
as his son or daughter, and some of the enemies have gendered specific insults when attacking the protag-
onist, such as calling a male protagonist a bastard or a female protagonist a bitch.
Physically, both male and female characters are capable of the same characteristics. You can
power up (as in, raise the strength or intelligence of a protagonist) male and female protagonists identical-
ly. There is no difference in the weaponry or armor that male and female characters can equip (men can
even wear women’s armor, and vice versa). Both male and female protagonists have access to all mis-
sions. Some of the male supporting characters tend to respond more favorably (and at times, slightly
creepily) to the female protagonist than the male protagonist. There are more comments in game about the
physical appearance of the female protagonist than the male protagonist.
Appearance
Fallout 3 is unique because it allows the player to build their own protagonist from the ground up.
The age of the protagonist remains the same, but the player can create their character’s gender, race,
height, weight, hair style, and facial structure. There are also randomly generated preset characters if the
player does not feel like doing this. Of note, the race of the main protagonist’s father also changes based
on the skin color that the player chooses for their character.
This is also one of the few games that allow a shifting camera perspective for the player to expe-
rience the game. The player can play the game in a first person perspective (through the avatar’s own
eyes) or a third person perspective (behind the avatar) and switch these perspectives at any point along the
course of gameplay.
68
Plot Synopsis
The story begins with the birth of the main character, which allows the player to “design” him or
her from the start. The game shows brief flashes of the protagonist over their years as a child and into
their teenage and early adult years. The protagonist’s father ends up as the vault’s primary doctor. The
protagonist and his father appear to be happy living in the vault, and the protagonist grows close with the
daughter of the leader of the vault (the overseer).
At 19, the protagonist takes a test to determine what their adult job will be in the vault. On the
morning after this test, the protagonist awakens to alarms. His/her father has opened the vault and es-
caped, against the rules of the vault. The police force attempts to hunt down and torture anyone related
(family wise or socially) to the protagonist’s father, but the protagonist escapes with the help of the over-
seer’s daughter.
Once the protagonist escapes the vault, he/she finds himself/herself in the middle of the Capital
Wasteland, the sprawling desert ruins of Washington D.C. Approaching a nearby shanty town, the pro-
tagonist finds that his/her father passed through and left only brief hints as to why he escaped the vault
and where he’s heading. The protagonist spends the journey learning about the inhabitants of the Capital
Wasteland and tracking his father. Of note, there are several factions vying for control of the land. The
Brothethood of Steel is a military organization dedicated to preserving the knowledge lost in the war and
protecting the people who have no protection. The Enclave is a rival military faction under the guidance
of President John Henry Eden that is trying to recapture and restore the United States to its former glory.
However, the Enclave has a strict interpretation of the U.S. Constitution and has been known for commit-
ting war atrocities to get their way. Slavers/Raiders are groups of outlaws who wreak chaos and havoc on
the settlements around the Capital Wasteland. Finally, the Super Mutants are a giant mutant race of brutal
warriors who mindlessly slaughter and eat any humans they come across. No one is certain where they
evolved from, but they have their own civilization and are able to communicate in English.
The protagonist finds a close friend of his/her father, who informs the protagonist that their father
was originally a part of a large research team dedicated to bringing clean water back to the Capital Waste-
land (most or all water is irradiated unless it undergoes a very expensive treatment). However, the re-
search team had a lot of difficulty, and essentially concluded that the project was nearly impossible. When
the protagonist’s mother died in birth, the protagonist’s father left the project in order to find safe haven
for himself and his infant. The protagonist’s father had a breakthrough in the project, which prompted him
to escape the Vault in order to find his former cohorts and restart the clean water project.
The protagonist contacts the Brotherhood of Steel, who agrees to protect the research team while
they restore clean water to the land. Meanwhile, the Enclave captures the protagonist, telling him/her of
their plan to sabotage the clean water device in order to make people more dependent on the Enclave. The
protagonist escapes Enclave custody and confronts the president of the Enclave, revealed to be a giant
super computer. After destroying the computer, the protagonist flees and returns to the research team.
As the research team is implementing the clean water device, the remnants of the Enclave execute
one more assault on the Brotherhood of Steel and research team. The protagonist’s father is killed, and the
narrative ends on the final decision that the protagonist must make: whether to sacrifice him/herself in
order to get the machine operational, or to make one of his/her friends complete the project.
69
Infamous
Year of Release: 2009
Consoles released on: Playstation 3
Developer: Sucker Punch Productions
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 83
User score (a metacritic score based on fan/public ratings): 8.4
Units sold (based on the NPD sales group): 1 million
MAIN CHARACTER INFORMATION
NAME Cole McGrath
GENDER Male
RACE Caucasian
70
JOB Bike courier/super hero
AGE Mid to late 20s
Setting
This game is set in Empire City, a large fictional metropolis inspired by New York City and Chi-
cago. The game starts immediately following a large explosion near the center of the city. Thousands are
killed in the initial blast, but a few individuals who survived the explosion also begin exhibiting strange
powers. Shortly after the explosion, a plague rampages through the city, sickening thousands. The U.S.
government quarantines Empire City to prevent the plague from getting out and to hunt down the group
responsible for the initial attack. While the quarantine prevents people from leaving the city, the govern-
ment does very little to assist the citizens still trapped inside. Gangs and looters begin taking over the city,
making a tense situation even worse. The city is basically on the verge of complete social anarchy.
Main Character
Cole MacGrath is the main character of the narrative. He starts the game as a bike courier, deliv-
ering packages all over Empire City. Unfortunately, one of his packages contains a bomb that goes off,
killing thousands instantly. Cole, even though he is at the center of the blast, somehow survives and starts
exhibiting electric based super powers.
Cole mentions that before the blast, he was a “nobody.” He was a bike courier in his late 20s,
dropped out of college, and had parents that were generally disappointed with his life choices. He laments
spending most of his time lazing around with his bestfriend, Zeke, who also has not made many ambitious
choices with his life. Cole’s girlfriend, Trish, is a paramedic who cares for Cole, but tells him he could be
so much more. Unfortunately, Trish’s sister was in the vicinity of the explosion, and Trish blames Cole
for her death once word get out that Cole was the one carrying the bomb. Overall, he seems preoccupied
that he never really amounted to much before gaining his powers, and wants to try to rectify that now that
he is capable.
In the game, Cole is given the option of playing through the narrative making good choices or
evil choices. Good choices require Cole to be more altruistic and help out people, while evil choices have
him using his powers primarily for self-gain. Zeke and Trish will question and shun Cole’s actions when
he makes evil choices, while the street gangs will be friendlier to him. Making good choices results in
Cole partnering up with the remaining law enforcement units to try to take the streets back.
Cole speaks in a deep, gravelly voice. He seems quite happy with his powers, eager to try them
out in new ways. He cares deeply for both Zeke and Trish, but seemed very content on just floating by in
life until he received these powers. He has a tall and athletic build, and specializes in street parkour,
which involves using the urban environment to perform gymnastic-type feats. This makes Cole quite ca-
pable physically.
Appearance
In the game itself, Cole looks fairly tall and thin, but not overly muscular. However, when the
game shows dramatic movie scenes in order to move the story along, Cole’s muscle mass is far more evi-
dent. Cole is also a bit of an acrobat and partakes in parkour, which is a type of urban obstacle course
training routine. He is able to climb up the sides of buildings, ride on the backs of trains, glide over power
lines, and fall long distances without taking damage. He also dispatches many enemies through punching
and kicking, reinforcing his physical strength and presence. The camera in Infamous is described as free-
roaming, which allows the player to tilt the camera around Cole and see him from various perspectives
throughout the gameplay.
Cole wears a dark yellow jacket with black streaks on the sleeves, black fingerless gloves, and
black pants with pouches strapped to the side. He also has a grey knapsack slung over one shoulder. His
light brown hair is buzzed in a military style fashion. Cole is largely covered with the exception of his
71
head, face, and neck. Though in many of the movie scenes Cole is shown as muscular and large, in the
game itself Cole’s clothes seem baggier and his frame skinnier/thinner.
Plot Synopsis
The narrative begins immediately after a huge explosion in the middle of Empire City. Cole
wakes up to fire, death, and mayhem all around him. People are screaming that terrorists are attacking,
and the buildings around Cole are crumbling and crushing everyone below. Cole notices that electricity
seems to be attracted to him as he runs through the chaos. After being hit with a bolt of lightening, Cole
passes out and wakes up a few days later in the hospital. His bestfriend, Zeke, and his girlfriend, Trish,
are there waiting at his bedside. They tell Cole that the city is locked down and people are getting sick.
They make a plan to try to break through the quarantine, but it fails. Cole is captured and interrogated by
an FBI agent named Moya, who seems to know about Cole’s powers and what’s going on. She wants
Cole to investigate a terrorist group called “The First Sons,” the group suspected of setting up the explo-
sion in the first place. She also wants Cole to find her husband John, another FBI agent who was under-
cover with the First Sons. She informs Cole that the bomb that caused this explosion was a special crea-
tion from the First Sons, called the Ray Sphere. The Ray Sphere is currently missing and the FBI suspects
it will be used to cause another explosion soon.
Moya gives Cole some assignments in order to start restoring structure to the city and figure out
what the First Sons have planned. Moya tells Cole to track down a woman named Sasha who also has
superpowers. Sasha is suspected of controlling one of the violent gangs in the area, as well as having con-
nections to the First Sons. Cole encounters Sasha, and she tries to seduce him, telling him they are des-
tined to be lovers. After Cole wins out over Sasha in a fight, she tells him that he needs to track down
Kessler, the leader of the First Sons.
Kessler eventually finds Cole first, touching his head and giving him a vision of the future in
which the entire world is destroyed. Kessler says that he is responsible for this destruction, and that Cole
will need to work harder to stop him, as Cole’s powers are still weak. Kessler fights Cole, leaving him
beaten, but not dead.
Moya has Cole venture further into the city and he continues restoring order where he can. Cole
eventually finds the Ray Sphere, the bomb responsible for the initial explosion. Jealous of Cole’s powers,
Cole’s bestfriend Zeke turns the Ray Sphere over to Kessler, who plans to use the bomb to increase his
powers further. Zeke allies with Kessler, abandoning Cole.
Moya’s husband John contacts Cole and meets up with him to give him more information about
the activities of the First Sons. He says that Kessler showed up a few years ago and seized leadership of
the First Sons, giving them information on how to create the Ray Sphere. The First Sons primary goal
was to jump start the evolution of humanity, and while the explosion from the bomb kills most people, it
gives certain people super powers. John also informs Cole that Moya is not his wife, and that she does not
work for the FBI. Moya promptly severs all contact with Cole, and he suspects that she works with a dif-
ferent organization all together.
Kessler lures Cole out into the open by capturing Trish and giving him the dilemma of saving a
group of doctors or Trish. No matter what choice Cole makes, Trish is killed by Kessler. After that, Cole
hunts down Kessler, who reveals that chose Cole specifically to be the one to activate the Ray Sphere.
When Cole finally beats Kessler, Kessler once again puts images of the future into his mind. He reveals
that Kessler himself is Cole from the future who has come back to find Cole. In the original future, a de-
structive super villain appeared and destroyed the world. Cole could have stopped him, but he fled with
his family. The super villain, called the Beast, eventually found Cole and killed his family anyway. In his
grief, older Cole used his powers to travel back in time to train younger Cole to be ready to fight the Beast
this time. Kessler then dies, and Cole begins to train his powers in order to fight the coming threat.
72
Portal 2
Year of Release: 2011
Consoles released on: Playstation 3, Xbox 360, PC
Developer: Valve Corporation
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 95
User score (a metacritic score based on fan/public ratings): 8.3
Units sold (based on the NPD sales group): 2.28 million
MAIN CHARACTER INFORMATION
NAME Chell
GENDER Female
RACE Caucasian* (the developers have stated they left her nationality intentionally ambig-
73
uous)
JOB Lab Test Taker
AGE Late 20s to early 30s
Setting
Portal 2 is set during an unknown future period at Aperture Science Laboratories, a technological-
ly advanced testing lab for new inventions and devices. The lab is massive and seems to encompass a
large number of square miles. It has seen better days though, and currently sits abandoned by any human
scientists or overseers. The lab is run and operated by an essentially sentient computer artificial intelli-
gence named GLaDOS. GLaDOS, equipped with a female voice and dubbed as “she” throughout the
game’s story, continues executing her directive of testing and collecting data from human subjects, even
without any human oversight. However, there are dozens of human test subjects frozen in stasis that
GLaDOS regularly uses for her testing operations.
At the outset of the game, the vast lab is slowly being overtaken by nature. Trees and plants grow
throughout the facility and many of the computer systems are no longer functioning properly. GLaDOS
has been dormant since her memory cores were removed and incinerated at the conclusion of the original
Portal and many of the remaining human test subjects that were in stasis had their life support shut down
due to lack of power. The Aperture Science facility seems to be failing.
Main Character
Chell is a unique character in that she is given nearly no history, background, or dialog in the
game. The player controls Chell in the first person perspective. Other supporting characters in the game
acknowledge her existence and even make conversation with her, but she is given no lines of conversation
to reply with. Her voice actor is essentially only responsible for the grunts and shouts she makes when
performing acrobatic feats throughout the game or in pain. The main antagonist insists that Chell’s per-
sonal file at the science facility reports that she was adopted, but even this is never confirmed as there is
evidence that the antagonist is unreliable.
In the original Portal, Chell was a test subject selected by GLaDOS to evaluate a gun that creates
portals. These portals link and so can be used to solve unique puzzles. GLaDOS pushes Chell through a
variety of test environments, leaving her to die in the end. However, Chell uses the portal gun to escape
and manages to remove GLaDOS’ computer core, destroying a good chunk of the science facility in the
process. In the end, Chell is weakened and captured by an unknown group.
Appearance
Chell wears a white tank-top with the words “Aperture Laboratories” in black print on the chest,
along with an orange jacket tied around her waist, orange and brown pants, and large white boots with
mechanical bracers (made to absorb impact from falling). Her black hair is tied up in a ponytail. Despite
moving through old sewers, sustaining a few injuries, and wading through toxic sludge, Chell’s clothes
remain unchanged and unscathed throughout the duration of Portal 2. Since the game is played in first
person perspective, the only time the player sees Chell is in mirror reflections or brief glimpses of her
personnel file in the computer systems. Her arms and upper chest/shoulders remain exposed throughout
the narrative.
Plot Synopsis
Much of the script and situations in Portal 2 is cast in a darkly comedic/sarcastic light. This influ-
ences how the player views some of the situations presented along the narrative.
Chell begins the game by waking up in a room resembling a motel room. She is informed over in-
tercom that many years have passed since she last woke up. A floating personality core, Wheatley, comes
74
to her and says that he woke her up because he needs her help getting out of the lab. The lab has become
dilapidated and overgrown with plant and wild life since GLaDOS is no longer awake to take care of the
facility. The two cross through some of the lab areas and Chell finds an abandoned portal gun to assist
them on the way. Wheatley tells Chell that the only way out of the facility is through GLaDOS’ old sys-
tem room. Unfortunately, the emergency systems that utilize their exit tunnel reawaken GLaDOS, and she
sets up a variety of new portal tests for Chell to pass through, all the while complaining about Chell’s
previous attack on her.
In the midst of the portal testing, Wheatley escapes and tells Chell that he knows how to shut
down GLaDOS again. In the middle of one of the puzzles, Wheatley leads Chell into a hidden area of the
science facility that controls GLaDOS’ weapons systems. They successfully disable these systems and
confront GLaDOS, who is powerless without this weaponry. Chell uploads Wheatley to GLaDOS’ sys-
tem, and he downloads GLaDOS’ memory and personality to a small potato baterry, sending it down a
trash chute. Unfortunately, the same faulty programming that corrupted GLaDOS and made her malicious
also corrupts Wheatley, and he sends Chell hurtling down the same trash chute.
Chell wakes up and finds GLaDOS in her potato battery form. GLaDOS offers to team up with
Chell, so that Chell can escape the facility and GLaDOS can get her regular body back. She promises that
she will not run any further portal tests on Chell. Chell discovers that they are in the original ruins of Ap-
erture Science from the 1950s. All of the recordings detailing the history of the lab are still playing, and
all are narrated by Aperture founder Cave Johnson and his assistant Caroline. Each floor that Chell and
GLaDOS climb advance them into Aperture by one decade, until they arrive in the early 2000s and Cave
Johnson’s recording announces that Aperture has gone bankrupt. In a last ditch effort to show that they
are valuable to the United States government, Aperture shows off their advanced technology by down-
loading the mind of Cave’s assistant, Caroline, into a computer as an AI codenamed GLaDOS, revealing
that GLaDOS once had a human mind.
When they reach the upper levels where Wheatley has taken over the lab, GLaDOS tells Chell
that she needs to find 3 corrupted memory cores to upload to Wheatley’s system. After Chell locates these
cores, she uploads them to Wheatley, who begins to tear apart the facility. As the ceiling is torn off, Chell
shoots a portal to the moon, sending Wheatley floating into space. GLaDOS is completely restored in her
body and closes the portal for Chell before she is also lost in space. She thanks Chell for restoring her and
tells her that she never wants to see her again, sending her to the surface above the science facility to live
out her days.
Red Dead Redemption
Year of Release: 2010
Consoles released on: Playstation 3, Xbox 360
Developer: Rockstar
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 95
User score (a metacritic score based on fan/public ratings): 8.7
Units sold (based on the NPD sales group): 6 million
MAIN CHARACTER INFORMATION
NAME John Marston
GENDER Male
75
RACE Caucasian
JOB Retired Outlaw
AGE 38
Setting
This game takes place in the year 1911, in fictionalized towns and deserts around the southeastern
United States. The area itself is supposed to represent the tail end of the Wild West and the cowboy era,
as it is slowly being taken over by industry and technology.
Like much of the United States at this time, there is a rigid class and gender divide. This rears its
head in many of the social interactions of the game, with women not really instigating much of the action
throughout the game, and minorities (blacks and Latinos) being relegated to the role of criminal or serv-
ant. The gangs of outlaws that controlled much of the area in previous decades are slowly being run out of
town or killed by federal troops as the land becomes more developed.
Main Character
John Marston could best be described as an “alpha male.” He swears, he drinks, he pushes back
when he’s pushed around, and he responds in gruff, monosyllabic statements. He led a previous criminal
life in a gang, but retired and settled down for a more peaceful life as a farmer. He has a wife and son
whom he remains fiercely loyal to throughout the narrative. They are his main motivation for even partic-
ipating in the narrative: FBI agents are holding them hostage until he tracks down and kills the main
bosses of his former gang.
He is also described by many supporting characters as ugly and unattractive.
John Marston’s morality appears to be at the center of his character, and it plays a vital role in how the
game narrative unfolds as well. For instance, John will get offers for several different types of jobs. He
can protect bystanders from criminals, stop a bank robbery, or recover missing people. He can also play
the other sides of these missions, and rob banks, hunt down individuals, and sow mayhem in the towns of
the game. How the player chooses to interact with the world changes how the supporting characters of the
game see John. He retains his gruff personality no matter what morality the player aligns John with, but
other characters’ fear or admiration of John increases with his actions. If a player is immoral, John will
likely have a bounty on his head from town sheriffs, supporting characters will be frightened to assist
him, and he’ll have more difficulty accepting deals that pay well. However, being considered moral
leaves John open to being swindled more on deals or given simpler jobs to complete.
Appearance
John sports the attire of the typical “western outlaw” seen in many Hollywood films. He is heavi-
ly armed, equipped with a large rifle on his back and two guns in their holsters, along with a significant
quantity of ammunition. He wears a brown hat and a charcoal gray jacket over a khaki button down shirt
with the sleeves rolled up. He also has on dark gloves, grey pin-stripe pants, and brown boots. His pres-
ence would fit in well in Hollywood western films like “True Grit” or “Tombstone.”
John has numerous scars on his face and arms, which fits his history spent in violent gangs. He
stands fairly thin and of average height compared with the rest of the game’s characters. He seems quite
physically capable (particularly when someone alludes to his criminal history) and spends a lot of the
game riding long distances on horseback or engaging in gunplay or hand-to-hand combat with enemies.
The only part of his body physically exposed is his arms, though later in the game he receives a long
sleeved jacket which covers this up.
Plot Synopsis
76
The story establishes John Marston as a former outlaw who is trying to make an honest living
with his family after many years spent as a criminal in a gang. Long after he has left the gang, the new
federal Bureau of Investigation (BOI, years later reforming as the FBI) tracks down John and threatens
him with imprisonment unless he turns in the former leaders of his old gang. He first goes after William-
son, his former comrade who is now the acting leader of the gang. Williamson shoots Marston, but a local
ranch hand named Bonnie nurses John back to health. After recovering, Bonnie puts Marston in connec-
tion with various people who can help him apprehend Williamson. Marston finally leads an assault on
Williamson’s gang, but Williamson flees to Mexico to seek refuge with Escuella, another former gang
comrade of Marston’s.
Marston arrives in the middle of a rebellion and after some back and forth, sides with a rebel
group who says they can track both Williamson and Escuella. After helping the rebel group track down
tactics and weapon experts, Marston leads an assault on the local general, Allende. Marston captures Al-
lende, and Allende reveals the location of the gang members that Marston is tracking in exchange for his
life. However, the rebel leaders kill Allende anyway. Marston tracks down Williamson and Escuella and
executes them both.
When Marston returns to the United States, the government agents say that they still need John to
capture the final gang member and John’s old mentor, Dutch. Marston initially refuses, stating that cap-
turing Dutch was not part of the initial deal. The government agents threaten his wife and son if he does
not cooperate with them. Marston finds that Dutch is in the process of starting a rebellion against the
United States with the local Native American reservation. Marston corners Dutch and is ready to kill him,
but Dutch chooses to end his own life instead. Before he dies, he tells Marston that the government likely
is not done with him, and won’t be until he’s dead.
Marston is able to return to his family and live a normal life for some time. Unexpectedly,
though, the government agents lead a surprise assault on Marston’s farm. Marston leads his family to
safety, but the agents end up killing him. A few years later, Marston’s son Jack sets out to hunt down the
agent who killed his father.
Resident Evil 5
Year of Release: 2009
Consoles released on: Playstation 3, Xbox 360, PC
Developer: Capcom
Type of Game (thematically):
Action/Adventure Role Playing
Survival Horror
Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 84
User score (a metacritic score based on fan/public ratings): 7.6
Units sold (based on the NPD sales group): 4 million
MAIN CHARACTER INFORMATION
NAME Chris Redfield
GENDER Male
RACE Caucasian
77
JOB Counter-Bioterrorist Soldier
AGE 35
Setting
The setting of this game is the fictional country of Kijuju in Africa, located around the Sahara de-
sert. The game starts in an urban setting, drifting out to the countryside and desert as the story progresses.
All destinations in the game are fictional. The people inhabiting these areas have been infected with a
parasite that causes hostility and physical mutations, creating a hostile situation for the protagonists. The
game delves into the abuses that some pharmaceutical companies have committed in under developed
countries, and the adverse effects that some medical companies have on populations.
Main Character
The main character of this game is Chris Redfield. He was also the main character of the original
Resident Evil in 1998. His experiences in that situation and subsequent games led him to join an anti-
terrorist organization dedicated to stopping biological and viral based weapons (the zombies in the origi-
nal game were found to be caused by a virus developed by a pharmaceutical company). At the outset of
the game, Chris is sent to an African country to investigate reports that a new parasite is being used on the
people and causing them to become violent. Through flashbacks, we find that Chris is still in anguish over
the loss of his partner, Jill (who was also a playable main character in Resident Evil 1 and 3), who appar-
ently went missing on a recent botched mission and is assumed dead.
As the game narrative unfolds, Chris is introduced to his new partner named Sheva. She is from
the unnamed African country where this parasitic outbreak is taking place. She tries to warm up to Chris,
but he is cold and off-putting, likely due to still carrying grief over Jill. Chris’ mental anguish takes a cen-
ter role in his character development, particularly as events in the narrative suggest that Jill may still be
alive. He presses on to discover the answers behind the parasite being used on the local people and figure
out the truth about his missing partner.
Chris is a fairly flat character, and while his actions and drive likely define him as “good” and
“moral,” his personality is focused on accomplishing his mission. This makes him one-dimensional, exist-
ing to be a sort of blank slate for the player to place their own personality and ideas onto. He is gruff, but
not harsh, respecting his teammates and partners but doesn’t deviate much from the path of what is ethi-
cally right.
Appearance
Chris is dressed a lot like a typical “military commando” seen in many movies. He wears a shirt
marked with his military outfit that stretches tight across his chest, exposing his arms. He has on light
gray cargo pants with knee pads and metal-tipped boots, and his belt carries gadgets and ammunition at
his waist. He has a holster at his side for a pistol, and carries a larger rifle and knife on his back. His arms
are massive, appearing to almost burst out of his shirt, and are the only exposed part of his body. All in
all, Chris appears as a capable protagonist, ready for combat. He is even larger and stronger compared to
other military personnel he comes across through the game, giving Chris a kind of “physical
exceptionalism.” The camera in the game takes an “over-the-shoulder” perspective, hovering just over
Chris’ left shoulder and zooming in when he aims his gun. However, the camera can also be rotated at
different times, giving players full view of Chris’ actions and appearance.
Plot Synopsis
78
The story centers around Chris and Sheva, agents of a biological counter-terrorist organization
sent to Kijuju (a fictionalized country in Africa) in order to apprehend a rogue scientist, Irving, who is
going to sell a biological weapon to terrorists. There are also reports that some of the local townspeople
have been acting odd, and rumors circulate of a new type of dangerous parasite.
Chris and Sheva encounter extremely hostile and psychotic locals who attack them on sight, forc-
ing them to fight back with lethal force. After some investigating, Chris and Sheva find evidence that a
pharmaceutical company named Tricell is responsible for the state of the villagers, and is using the com-
munity as a test ground for military usages of the parasite. They also learn that the rogue scientist, Irving,
that they are after is actually in talks to sell his biological weapon to the CEO of Tricell, Excella.
When trying to apprehend Irving, he leaves behind a flash drive with a video showing Chris that
his former partner, Jill, is alive. However, she seems to be working with a man named Wesker, who was
Chris and Jill’s antagonist in the original Resident Evil. Chris is confused but presses on, thinking that Jill
is under duress.
Chris and Sheva finally corner Irving, but he injects himself with a dangerous virus which mu-
tates him into a large beast. Chris and Sheva kill him, but Irving tells them that Excella and Wesker are
working together on a kind of doomsday virus. Irving had already sold his weapon to Excella, and
Wesker modified it with the research from the old company Umbrella, shut down in previous Resident
Evil games.
Chris and Sheva catch up to Wesker and Excella, but before they can fight, Jill leaps into the fray.
Chris is too shocked to fight back, but Sheva notices that there seems to be a device controlling Jill. Sheva
and Chris manage to subdue Jill and remove the device, bringing Jill back to her senses. She joins them to
stop Wesker and Excella from executing their plan.
The trio encounters Wesker, who kills Excella because she has “outlived her usefulness.” Wesker
tells Chris that he is planning on unleashing this doomsday virus all over the globe, and that the missile
carrying the virus is nearly ready to launch. Chris and Sheva manage to sabotage the missile launch,
crashing the missile into a volcano. Jill goes to summon military back-up while Chris and Sheva fight
Wesker. In the end, Chris, Jill, and Sheva all take down Wesker, and escape the area.
The Legend of Zelda: Skyward Sword
Year of Release: 2011
Consoles released on: Nintendo Wii
Developer: Nintendo
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPS
Metascore (a score from Metacritic based on an average of numerous major publications): 93
User score (a metacritic score based on fan/public ratings): 7.9
Units sold (based on the NPD sales group): 1.94 million
MAIN CHARACTER INFORMATION
NAME Link
GENDER Male
RACE Caucasian
79
JOB Student/Adventurer
AGE Late teens
Setting
The game begins on a peaceful, floating island called Skyloft. Every person living on Skyloft has
a special kinship with a giant race of birds called Loftwings. These Loftwings bond to the denizens of
Skyloft and allow the individual that they bond with to ride on their backs and fly through the sky. Those
who have a strong kinship with their Loftwing are given permission to take a test to become a Knight of
Skyloft. These knights are charged with patrolling and protecting the floating island from any danger that
may threaten Skyloft. This test for knighthood is open to both men and women of the island.
The hierarchy of Skyloft allows both men and women to become a Knight of Skyloft. Though a
male patriarch is the leader of Skyloft, the religion of Skyloft revolves around a Goddess named Hylia.
The religious belief of Skyloft is that Hylia took their ancestors from the cursed land below the clouds and
brought them to protection in Skyloft. She then sacrificed herself to ensure that the evil from the lands
below could not find its way up to the clouds, and will be reborn as a human if Skyloft ever faced danger.
Main Character
Link is the protagonist of the game, and his story starts on the day that he is about to begin his test
to become a Knight of Skyloft. Link himself does not have any dialog throughout the game, but it is easy
to assess Link’s personality based on how other characters react to Link’s actions, and how they discuss
Link’s history on Skyloft. Many comment on Link’s seemingly natural ability with a sword, and his
strong connection with his Loftwing. Link’s Loftwing is also unique because of its red feathers, some-
thing that only occurs every century. Many of his peers also say that Link can do things in the air with his
Loftwing (tricks, dives, formations) that the knight academy has not seen in a long time. However, many
of his peers also tell him that his natural talent makes him lazy. He is continuously late to lessons, barely
ever practices his skills, and likes to sleep more than work. Some of the students think that he places him-
self above the rest of his peers, and so shun him for his arrogance.
Link has a strong rapport with Zelda, the daughter of the village patriarch. Zelda is depicted as
kind hearted, willful, and daring. She chooses not to take the test for the Knights of Skyloft, opting to fol-
low in her father’s footsteps of leadership of Skyloft. Link and Zelda also seemingly have romantic feel-
ings for each other, but they do not confess these feelings in the outset of the game (though they come
close). Link is very protective of Zelda, to the point where he would readily risk his life to ensure her
safety. This protective desire of Zelda is one of the driving forces of the game’s narrative.
Appearance
Link wears a long green tunic over a white undershirt along with a matching green cap. He has
tan gloves and boots, and carries a large blue shield and a sword strapped to his back. The third person
camera perspective has the player angled behind Link through much of the game, but the camera is also
able to circle around Link and show him from different viewpoints during gameplay. This gives players a
good view on Links form throughout the game.
Physically, Link resembles an elf from the “Lord of the Rings” series. He has blonde hair, blue
eyes, and is slight of form, but is still able to perform great feats of strength and athleticism. Even though
he is depicted as somewhat lazy, his peers recognize and respect his physical strength.
Plot Synopsis
The narrative begins with Link having a nightmare about a great hulking beast standing over him,
devouring everything in its path. Link wakes up in his bed on the day of his test for knighthood and is
informed his Loftwing has gone missing. Zelda finds Link and tells him that she overheard some of
80
Link’s rivals in the knight academy saying that they hid Link’s Loftwing somewhere. After Link stands
up to his primary rival, Groose, he tells Link where he hid his Loftwing. After Link finds his bird, he ar-
rives just in time for the test, and beats out Groose for the one open knight position. Link and Zelda cele-
brate Link’s victory and acceptance into the knighthood by flying around Skyloft together. However, a
dark storm cloud and tornado tears through the sky, pulling Zelda off of the bird and down to the surface.
Link explains to Zelda’s father, Gaepora, what happened, and he launches a search party. As Link
sleeps, he hears a voice calling to him. He follows the voice to the Goddess statue, a monument dedicated
to the Goddess Hylia. As he enters, the spirit manifests itself as a floating woman, and introduces herself
as Fi. She says that she is the spirit of the Goddess’ sword, and that Link is caught up in events now that
mark him as the Goddess’ chosen hero. She presents the sword to Link and tells him that she inhabits the
sword itself, and so will be joining him on his journey down to the surface.
Link’s Loftwing leads him down to the surface, at a place marked by Fi. An Old Woman (charac-
ter name) introduces herself and says that they stand on sacred ground where an ancient evil was sealed
away, called the Sealed Grounds. She tells Link that she did encounter Zelda, but that Zelda is set on a
mission of her own. She cautions Link that a dangerous enemy is also trailing Zelda. Link takes off in the
direction that the mysterious woman gave him, and comes to a fortress in Faron Woods. Link follows
Zelda’s trail, but is attacked by a man named Ghirahim. Ghirahim tells Link that he was the one who gen-
erated the wind that knocked Zelda to the surface, but that she was rescued by a servant of the Goddess
(the old woman). Ghirahim and Link battle, but Ghirahim escapes, telling Link he’s still hunting Zelda.
Link once again picks up Zelda’s trail and continues his search.
Link tracks Zelda to Eldin Volcano, but unfortunately, Ghirahim is also there. After eluding a trap
set by Ghirahim, Link is approached by a young warrior named Impa who tells him that Zelda is purify-
ing herself at the three temples across the land. Impa also tells him that his efforts to find her are falling
short, and that he needs to double his efforts in order to protect Zelda.
Following Zelda to an abandoned mining facility in Lanayru Desert, Link finds Zelda and Impa
just as Ghirahim does. Ghirahim blocks Link and attacks Impa. In the action, Zelda throws Link a harp,
dubbed the Goddess harp. Impa pulls Zelda into a portal called the Gateway of Time, destroying it as they
pass through. Neither Ghirahim or Link can follow them through. Ghirahim reveals that he still has one
other, more dangerous way of finding Zelda.
Link returns to the Sealed Ground to find Groose from Skyloft waiting for him there. Groose de-
mands to know what happened to Zelda, and declares that he will find Zelda before Link can. After dis-
cussing what has happened with Link, Groose agrees to support Link in his journey. Just then, the ground
begins shaking, and the Old Woman tells Link that the seal to the ancient evil is weakening. She shows
him how to use the Goddess harp to temporarily reseal the evil in its prison, and tells him to investigate
Skyloft for more clues on finding Zelda.
At Skyloft, Link learns that he most repower the Goddess Sword in order to follow Zelda. After
revisiting some previous locations on the surface, he returns to the Sealed Grounds, with the Goddess
Sword fully powered and renamed the Master Sword. He uses the power of the weapon to open the time
portal at the sealed grounds, finally reaching Zelda.
Zelda reveals to Link what Impa has told her. Long ago, a demon king named Demise attempted
to conquer the land and claim the Triforce, a holy artifact that grants the wishes of its bearer. Hylia pro-
tected her people and the Triforce by sealing them to Skyloft, but she was unable to fully destroy Demise.
She sealed him away at the Sealed Grounds and made preparations to support the one who could defeat
Demise in the future, who is now Link. Zelda says she is the reincarnation of Hylia, but must stay in the
past to maintain Demise’s seal so that Link can find the Triforce and defeat Demise in the present. She
sends him back to his time and bids him to search Skyloft for the Triforce.
Link finds the Triforce in Hylia’s statue and uses its power to break through the Sealed Grounds
and finish Demise. In the climactic battle, Ghirahim uses Zelda’s power against her, completely restoring
Demise. Link combats Ghirahim and Demise, finally finishing them off with the power Zelda’s magic
and the Master Sword. As things return to normal, the Old Woman reveals that she is in fact Impa, the
81
young warrior woman from the past, who has been watching over the Sealed Grounds for hundreds of
years. Zelda tells her that her duty is complete, and Impa finally passes on in peace.
Tomb Raider
Year of Release: 2013
Consoles released on: Playstation 3, Xbox 360, PC
Developer: Crystal Dynamics
Type of Game (thematically):
Action/Adventure
Role Playing Survival Horror Military/FPSBROWN
Metascore (a score from Metacritic based on an average of numerous major publications): 87
User score (a metacritic score based on fan/public ratings): 8.3
Units sold (based on the NPD sales group): 3.4 million
MAIN CHARACTER INFORMATION
NAME Lara Croft
GENDER Female
RACE Caucasian
82
JOB Archaeologist research assistant
AGE 23
Setting
The bulk of the game’s narrative is on an island off the coast of Japan called Yamati. In the
game’s lore, the island is shrouded in mystery, and there always seems to be storms of unknown origin in
the seas around the island, making it difficult to approach by sky or water. It was once ruled by a magical
queen named Himiko, but none have inhabited the island since she died centuries before the present day.
The island itself has many “Lost” like mysteries about it, and it becomes clear that a wide range of people
throughout history were stranded on the island. A modern-day cult dedicated to the resurrection of the
ancient Queen Himiko has a small but highly militarized civilization on the island.
Main Character
Lara Croft is a young archaeologist from a rich family of well-known archaeologists. Lara is ea-
ger to set herself apart from her family’s success and prove that she can succeed without her family’s
money and reputation. She is shown to be ambitious but a bit naïve. The narrative of the game throws her
into very dangerous situations, and she finds herself becoming the leader of the survivors from her initial
crew after they crash on the island.
From the outset of their time on the island, Lara seems frightened and anxious, but she reluctantly
steps into the role of leader and protector. She has to kill many men throughout the game (there were no
female opponents on the island), and until about halfway through, they all underestimate her ability. She
even confesses that she did not know she was capable of such violence. She becomes something of a
“one-woman army,” killing hundreds of people through the narrative of the game. It should also be noted
that her weapon of choice is the bow and arrow (though she does use other weapons, this is the default in
all of the promotional material for the game).
Lara has a deep personality. The game can be seen almost as a violent “coming of age.” As some
of the survivors she has vowed to protect, as well as her mentor, die off through the game, she becomes a
hardened warrior, a far cry from the woman at the beginning of the game. She learns to survive, hunt, and
kill quite brutally when she needs to. As she progresses through the game, her clothes and skin become
dirtier and dirtier, reflecting her new savage nature. The dynamic of the game sets Lara up at the outset as
someone being hunted, but by the end of the game she is mercilessly hunting down those who attacked
her and her friends.
It is also important to note that this game in particular is a reboot of the “Tomb Raider” series.
The creators wanted to take the series away from its sexualized root and give Lara and the game a new
feel. Lara’s physical appearance, in terms of her body, is far less emphasized than previous games in the
franchise, and heavy importance is placed on her character arc.
Appearance
This entry into the series redesigned Lara’s character model, toning down her sexuality and giv-
ing her a more “average” body build as a response to the prior emphasis on sexualizing her body.
Throughout the game, Lara wears a blue tanktop, cargo-khaki pants, and black lace-up boots. Her long,
brown hair is tied up in a simple ponytail through the game’s narrative. In the beginning of the game’s
narrative, her clothes are clean and fairly new looking. As the narrative progresses, Lara is injured several
times and ties several bandages on her arms and legs. Most of the game also has Lara covered in mud,
sweat, and blood from the ongoing ordeals and trials of the game, adding grittiness to her character that
was not in previous games of the series. Her arms and upper chest/shoulders remain exposed throughout
the duration of the game’s narrative.
Plot Synopsis
83
Lara begins as a new archaeology student on a boat with an experienced archaeology team. The
leader of this team is the host of a popular treasure hunting show and is looking for the next big episode to
film. His expedition is following up on the legend of the magical Japanese queen Himiko on the lost is-
land of Yamatai. Lara considers herself lucky to be on such an exciting search, but is essentially relegated
to janitorial and support duty. Her bestfriend, Sam, is also on this crew, but she is slightly older and more
experienced than Lara.
A sudden storm destroys their boat, stranding the crew on the island. When Lara wakes up, she is
tied upside down in a dark cave. She manages to cut herself loose, and is chased by an angry men who is
eventually crushed by a cave-in. She stumbled upon Sam, who is in the company of a man named Mathi-
as. Mathias says he has been stranded on the island for some time. They make camp for the evening, but
when Lara wakes up the next morning, both Sam and Mathias are gone.
Lara finds the survivors of her crew, and they set out to look for Sam and a few of the other miss-
ing members of the group. It becomes evident that the island is most definitely inhabited by a militarized
group, and their society seems centered on worshipping the mythological Japanese queen Himiko. Ap-
proaching one of the villages, she encounters Mathias again, who says that he is the leader of the island
inhabitants, dubbed the Solarii. Their goal is the resurrection of Queen Himiko. Mathias says that Sam is
a descendant of Queen Himiko, and so she will be used as the vessel for Himiko’s awakening. Mathias
has the Solarii try to kill Lara, but after some initial reservations, turns the tables on the cult and fights
back, killing many of them in her escape.
Lara regroups with the expedition members, devising a plan to free Sam and escape the island.
They assault the Solarii’s central compound, killing many of the cult members as they free Sam. They
hijack a helicopter, nearly escaping the island until a massive, sudden storm crashes the helicopter. Lara
and her group sustain massive injuries, and the Solarii once again capture Sam, leaving Lara’s group to
die.
The survivors of Lara’s group tend to their wounds and find a wrecked boat that they think they
can use to escape the island. Lara convinces them that the cult is likely causing these mysterious storms,
and that they still need to rescue Sam before they leave. They agree, but say if that this situation isn’t re-
solved within the next few days, that they’ll cast off with or without Lara and Sam.
In exploring the region further, Lara stumbles upon the tomb of an ancient group of Japanese
samurai. The ghost of one of the samurai approaches her and gives her a vision, explaining the island fur-
ther. The samurai was a former guard for Queen Himiko. Himiko’s spirit is still alive on the island. The
spirit of Himiko was supposed to transfer to a chosen woman of her bloodline, but her last successor
killed herself in the process, trapping Himiko in her mummified body. The storms are a result of
Himiko’s rage, and the Solarii are able to control the storms to keep people away or on the island. The
samurai says that Lara needs to burn Himiko’s body in order to destroy her spirit. Him and the rest of the
ghostly samurai can finally move in to the afterlife once Himiko’s spirit is destroyed.
Lara leads a final assault on the Solarii with the assistance of the undead samurai army. She finds
Mathias with Sam in Himiko’s burial chamber as he prepares the transfer of Himiko’s spirit into Sam.
Himiko creates a storm inside the chamber to impede Lara’s progress, and Mathias starts the transfer. La-
ra kills Mathias, but cannot figure out how to stop the spirit transfer. Some of the samurai emerge and tell
Lara to burn Himiko’s body, as they have very little strength to hold Himiko’s spirit in check. Lara burns
Himiko’s corpse, which ends the storms, destroys Himiko’s spirit, and allows the samurai army to find
peace in the afterlife. Sam and Lara escape from Himiko’s burial grounds unscathed.
Back at the campsite, the remaining members of the expedition take off on the repaired boat. Re-
turning to the mainland, they make plans to return to the United States, but Lara disappears. Her parents,
famous archaeologists, left a journal full of supernatural treasure sites that they encountered. Initially
dismissing them, she now believes in what her parents wrote, and sets off to follow their trail.
84