This research paper is concerned with the depiction of the female body in video games, comics and other genres. In order to gather research and information, this paper will look at three different popular media types – comics, movies and video games, and analyse how two women in each category are depicted and represented.
This paper does not intend to criticize depicting women in a ― "sexy" way or overanalyze every little thing that might be interpreted as sexist. Moreover, it simply wants to clarify that over sexualizing women in popular culture, more often than not, can lead to misperceptions of the female body for women and men alike.
While women feel the need to present their bodies in a sexualized way all the time, men may accept this depiction as a norm and personal entertainment, leading to deviations from these norms to be met with hate and confusion. Additionally, it would manifest old beliefs of women only playing a passive accessory. Thus, this topic is still very important these days, as a large portion of women in the world are still prohibited to have power over their own bodies and rights or are still represented as overly sexualized or ―not good enough‖ within popular culture.
Table of Contents
Introduction
Theoretical Framework
1. Feminism
1.1 First wave
1.2 Second wave
1.3 Third wave
Analysis of Women in different Media Types
2. The Representation of the Female Body in Popular Culture
2.1 Movies
2.1.1 Wonder Woman
2.1.1.1 Solo movie
2.1.1.2 Wonder Woman in Justice League (2017)
2.1.2 Captain Marvel
2.1.2.1 Solo movie
2.1.2.2 Captain Marvel in Avengers: Endgame (2019)
2.2 Digital Games
2.2.1 Lara Croft in Tomb Raider
2.2.2 Kasumi in Dead or Alive
Comparison and Development
3. How did Feminism affect Popular Culture?
4. Reactions and Comments about feministic changes
Summary
Conclusion and Outlook
Bibliography
Research Objectives & Topics
This thesis investigates the evolution of the representation of the female body within popular culture, specifically focusing on how historical movements of feminism have influenced and challenged traditional, often sexualized depictions of women in movies and digital games.
- Analysis of the three waves of American feminism and their impact on media representation.
- Examination of the "male gaze" and its application in contemporary action cinema and video games.
- Comparative case studies of female protagonists: Wonder Woman and Captain Marvel in film.
- Comparative case studies of female game characters: Lara Croft and Kasumi.
- Evaluation of audience reactions to gendered criticism and evolving character designs.
Extract from the Book
2. The Representation of the Female Body in Popular Culture
Every visit to the cinema, every screening of a movie, is linked to the fundamental drive and pleasure of “looking” (scopophilia) (Mulvey 46). According to Freud, people enjoy looking at themselves and their reflection – “auto-eroticism”, and this pleasure of the look is transferred onto others while watching a movie for instance (46). Especially the atmosphere within cinemas increases this phenomenon (6). Being cast into the darkness and thereby separating the audience from each other but also from the bright movie screen, creates the illusion of looking in on a private world. The audience represses their exhibitionism while simultaneously projecting the repressed desire on people on screen (46). However, this pleasure can be exploited by mainstream movies by focusing on the presentation of the human form entirely (46).
This particular focus has shifted and changed, leading to women being the image – passive, and men as bearer of the look – active (47). “Men act and women appear. Men look at women. Women watch themselves being looked at” (57). Women are essentially put on display with filmmakers emphasising their visuals and erotic impact (46). Representing women as sexual objects shall appeal to the male desire (46), functioning as erotic objects within the screen story but also for the spectator within the audience (48). Cinema is no longer seen as reflecting meanings but rather producing them itself, thus actively producing meanings about women and femininity – “[...] (re)present[ing] the constructed images of woman as natural, realistic and attractive” (Smelik 9).
Summary of Chapters
1. Feminism: This chapter traces the origins and evolution of American feminism through its three historical waves to provide a theoretical foundation for understanding the term’s ambiguity in contemporary society.
2. The Representation of the Female Body in Popular Culture: This section analyzes how female characters are depicted in movies and digital games, applying film theory and media studies to examine the "male gaze" and the objectification of women.
3. How did Feminism affect Popular Culture?: This chapter evaluates the long-term impact of feminist movements on the portrayal of women in media, noting small but significant shifts toward more realistic, rounded characters.
4. Reactions and Comments about feministic changes: This chapter examines online audience feedback and controversies surrounding the representation of female superheroes and game characters, highlighting deep-seated societal biases.
Keywords
Feminism, Popular Culture, Female Representation, Male Gaze, Digital Games, Wonder Woman, Captain Marvel, Lara Croft, Kasumi, Sexualization, Gender Roles, Media Studies, Identity, Equality, Objectification.
Frequently Asked Questions
What is the core focus of this research paper?
The paper examines how the representation of the female body in movies and digital games has evolved in the context of feminist history and societal changes.
What are the primary themes discussed?
Key themes include the impact of the three waves of feminism, the theory of the male gaze, the sexualization of female characters in media, and the struggle for diverse and respectful representation.
What is the central research question?
The work seeks to answer how feminism has influenced popular culture and the representation of women, and whether current media depictions have moved beyond traditional objectification.
Which scientific methods are utilized?
The author uses a qualitative approach, analyzing academic literature, film/media theory, and specific case studies of popular media icons to conduct a comparative analysis.
What topics are covered in the main section?
The main section investigates the depiction of female superheroes in movies (Wonder Woman, Captain Marvel) and female characters in video games (Lara Croft, Kasumi), analyzing both their visual portrayal and their role in the narrative.
Which keywords characterize the work?
Central keywords include Feminism, Popular Culture, Female Representation, Male Gaze, and Objectification.
How does the "male gaze" affect modern movies like "Justice League"?
The paper argues that despite potential for progress, male-directed films like "Justice League" often revert to framing female heroes through the male gaze, using them as sexual objects rather than active protagonists.
Why is "Lara Croft" considered a significant case study?
Lara Croft represents a pivotal shift in gaming, having evolved from a hyper-sexualized 1990s icon to a more realistically designed character, illustrating the industry's slow adaptation to female consumers.
What is the author's conclusion regarding the future of female representation?
The author concludes that while progress is being made, women must continue to speak up and engage with media to ensure that healthy, natural representations become the standard rather than the exception.
- Quote paper
- Leonie Quicker (Author), 2020, The representation of the female body in comics, movies and video games, Munich, GRIN Verlag, https://www.grin.com/document/1151613