This paper aims to examine in how far the portrayal of stereotypical gender roles in video games has changed. For this purpose, one of the oldest and most popular video game franchises “The Legend of Zelda” is analysed using a theoretical framework of both game studies and gender studies. The paper aims to give a game overview of three key aspects – story, picture, and characters – focusing on the portrayal of gender norms, and stereotypes.
Over the past fifty years, video games have taken over a substantial part of the media entertainment industry, with approximately 5,3 million Austrians playing; 90 % of the most active age group, the ten-to-fifteen-year olds, are playing more than once a month. However, the average Austrian gamer is 54 % male and 46 % female, 35 years old, and spends an average of 11,5 hours per week playing. Video games, as well as any other form of mass entertainment media, can influence players’ perceptions and expectations around gender identity and gender roles. The stereotypical portrayal of masculinity and femininity, which was a common occurrence in the early history of video games, is especially problematic in reaffirming gender stereotypes. This materialised in a pattern of white, male, heterosexual player characters being sent on a heroic journey, while female characters were often oversexualised while playing a passive role as a love interest for the main character. In this regard, video game heroes and characters, as well as their narrative, were not different from popular cultural movies, comics, and books of the late 20th century.
Table of Contents
1 Introduction
2 Theoretical Framework
2.1 Gender Studies
2.2 Gender Representation in Video Games
3 Game Studies
3.1 Story
3.2 Picture
3.3 Characters
4 The Legend of Zelda
4.1 Story Analysis
4.2 Character and Picture analysis
4.2.1 Male Main Character: Link
4.2.2 Female Main Character: Zelda, Sheik, and Tetra
5 Conclusion
6 Primary Sources / Games
7 References
Objectives and Research Focus
This paper examines the evolution of gender role portrayals within the video game industry, specifically focusing on the long-standing The Legend of Zelda franchise to determine whether stereotypical representations have diminished over time.
- Analysis of gender norms and stereotypes in mass media.
- Theoretical application of Game Studies and Gender Studies frameworks.
- Examination of narrative structures, visual representations, and character designs.
- Comparative study of female character agency across different franchise titles.
- Evaluation of the protagonist Link’s gender-neutral design approach.
Excerpt from the Book
4.2.1 Male Main Character: Link
The character analysis in this paper will focus on the player character, Link, and the eponymous female main character, Zelda. Both are intricate parts of The Legend of Zelda brand, and both are featured in all video games of the series. The name Link is derived from the verb to link and symbolises the game developers’ aim to create a character everybody can identify with, regardless of gender. Link is confirmed to be male, however, his appearance is androgynous (Riederer, 2020, p. 67).
Figure 1 shows a selection of Link’s appearances in respective The Legend of Zelda games in chronological order. Eiji Aonuma, project manager of The Legend of Zelda franchise reveals to (Peckham, 2016):
Back during the Ocarina of Time days, I wanted Link to be gender-neutral. I wanted the player to think ‘Maybe Link is a boy or a girl.’ If you saw Link as a guy, he’d have more of a feminine touch. Or vice versa, if you related to Link as a girl, it was with more of a masculine aspect. I really wanted the designer to encompass more of a gender-neutral figure. So I’ve always thought that for either female or male players, I wanted them to be able to relate to Link.
Summary of Chapters
1 Introduction: This chapter contextualizes the prevalence of video games in modern entertainment and identifies the research gap regarding gender stereotypes, setting the stage for an analysis of The Legend of Zelda.
2 Theoretical Framework: This section defines core concepts from Gender Studies and discusses how gender representation in video games traditionally relied on problematic tropes and stereotypes.
3 Game Studies: This chapter introduces the methodological approach by defining the three key building blocks—story, picture, and characters—used to analyze the franchise.
4 The Legend of Zelda: This section provides a detailed analysis of the franchise, examining narrative evolution and the specific portrayal of its main characters, Link and Zelda.
5 Conclusion: The final chapter summarizes that while the franchise has historically utilized damsel-in-distress tropes, it has shown a progressive move toward more active and diverse female character portrayals over the decades.
6 Primary Sources / Games: This list provides the specific game titles and release dates analyzed within the study.
7 References: A comprehensive list of academic sources and literature used to support the analysis.
Keywords
Gender Studies, Game Studies, Video Games, The Legend of Zelda, Gender Stereotypes, Damsel in Distress, Character Analysis, Gender Representation, Link, Zelda, Sheik, Tetra, Narrative, Gender Identity, Digital Representation.
Frequently Asked Questions
What is the primary focus of this research paper?
The paper examines how the portrayal of gender roles has changed in video games over the last several decades, using the The Legend of Zelda franchise as a primary case study.
Which academic fields are used to analyze the subject matter?
The study employs a theoretical framework combining Game Studies and Gender Studies to evaluate narratives, visual elements, and character design.
What is the central research question?
The research aims to determine if, or in what ways, the representation of stereotypical gender roles in The Legend of Zelda has evolved or diminished over time.
What methodological approach does the author take?
The author performs an interpretative analysis of three major game building blocks: story, picture, and characters, comparing older titles with more recent ones.
What does the main body of the text cover?
It covers the definition of key terms like "doing gender," the history of the "damsel in distress" trope, and detailed character analyses of Link, Zelda, Sheik, and Tetra.
Which keywords best characterize this work?
Key terms include Gender Representation, The Legend of Zelda, Gender Stereotypes, Game Studies, and Character Agency.
How does the author describe Link's gender identity?
The author highlights that while Link is confirmed to be male, his design is intentionally androgynous and gender-neutral to allow a broader range of players to identify with him.
In what way does Zelda's portrayal evolve across the franchise?
The study notes a transition from a passive "damsel in distress" in early titles to a more active, independent, and heroic role, particularly in later games like Breath of the Wild.
What is the significance of the character Sheik?
Sheik serves as a transformative alter-ego for Zelda, providing a unique look into a masculine-coded warrior identity within the franchise's narrative.
How does the author evaluate the "damsel in distress" trope?
The author identifies it as a pervasive and problematic trope in early gaming history, noting that the The Legend of Zelda series has gradually moved away from this pattern toward more diverse character roles.
- Quote paper
- Sven Frueh (Author), 2021, Gender Representation in Video Games, Munich, GRIN Verlag, https://www.grin.com/document/1002058