Final Fantasies
Virtual Women's Bodies
Bibliographic Data
| ID | 5151023 |
|---|---|
| Authors | Laura Fantone (City University of New York, corresponding author) |
| Year | 2003 |
| Volume | 4 |
| Issue | 1 |
| Pages | 51-72 |
| Publication date | 2003-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Feminist Theory (JOURNAL) |
| Journal identifiers | ISSN: 1464-7001 • E-ISSN: 1741-2773 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1464700103004001003 |
| OpenAlex | W2325919738 |
| Language | EN |
| Citations received | 8 |
| References cited | 13 |
In the last decades videogames have become very popular. In this article I argue that they establish a new relationship between bodies and identities. In videogames, the storylines are based on a mixture of other types of media fiction, where women's bodies are overrepresented and stereotypical, because of the market logic underlying these new media productions, which target a wide audience. Nevertheless, videogames' interactivity shapes new experiences of acting through other bodies. The erotic gaze on virtual bodies is shaped by the elements of exoticism and the grotesque. The virtual spaces and actions are characterized by exoticism (the recurrent presence of death, fear, surprise, thrills) and the realism necessary to involve the user's senses. I also argue that interaction in games is a process of imagination and action. The game user acts through another body, which he/she controls. This process opens possibilities for a resisting oppositional gaze and subversive practices, beyond the commercial aims of the games' designers. Of course, there are oppressive aspects of the virtual bodies; a female body becomes a mathematical series of polygons, out of space and time, and, only as such, the object of desire of invisible cyberteenagers. Nevertheless, as gendered subjects, to have a virtual body to play with is a liberating appropriation of a space not designed for us
Aesthetics · Affordance · Appropriation · Art · Epistemology · Exoticism · Human–computer interaction · Interactivity · Linguistics · Multimedia · Realism · Sociology · Surprise · Anthropology · Cinema and Media Studies · Communication · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Philosophy
Videogame Content
Selling Gender
A Content Analysis of Female Body Imagery in Video Games
Why do i fall for the elf, when i am no orc myself? The ımplıcatıons of vırtual avatars ın dıgıtal communıcatıon
Gender disruptions in the digital industries
Feminist human-computer interaction
Depictions of Female Protagonists in Digital Games
Attitudinal and Behavioral Pathways of Deviance in Online Gaming
From Barbie® to Mortal Kombat
The Biopolitics of Postmodern Bodies
The Biopolitics of Postmodern Bodies
Nomadic subjects
Playing with Power in Movies, Television, and Video Games
Sex in the age of virtual reality
Video Games, Sex and Sex Differences
Forms of Technological Embodiment
No Body is 'Doing it
Free Labor
| Unique citing works | 8 |
|---|---|
| Citations per year | 0.47 |
| Citation span | 2009 - 2022 (14) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 8 |