Brendan Downey
#50190372
DMS 448
WEEK 8
In week 8 of class, we discussed audiences who play video games and defined the differences between “Player One” and “Player Two.” Prior to class, we were assigned to read Shira Chess’ “Ready Player Two” which discusses women gamers and designed identity. In particular, Chess analyzes the marketing techniques and stereotypes acted on in the gaming industry. For example, why are certain games marketed towards women? Why is there “boy” video games and “girl” video games? Why all the pink!?!
In our first virtual class, we defined “Player One” as the prototypical white male gamer. This demographic of men who play competitive multiplayer video games have been defined as the “real gamers” by mainstream media and are the primary target audience for gaming companies. When being marketed, “Player One” games exclude gamers outside of the typical norm and creates an ecosystem of similar individuals. This is one of the reasons why multiplayer chat rooms are a hot bed of racial slurs and obnoxious cursing.
On the contrary, “Player Two” was defined as those gamers outside of the mythical norm who do not possess white male bodies. This demographic of gamer includes people of color, women and queer people. These are groups of people who were not large enough to be marketed towards and thus did not have games designed for them. However, times have changed. As Chess stated, approximately half of all video game players are now women and modern marketing must keep up. In the past, women’s video games were typically marketed using stereotypes or were simply called family friendly (a.k.a. feminine). It is time to accept that women playing video games that are not marketed towards them, such as Call of Duty, is not an automatic political statement by the woman player and they should not have to defend themselves.
Weeks ago, we discussed a similar idea in our PC vs Console debate. On one side, PC (player one) was deemed as a better gaming experience. It has expensive hardware so naturally it is only available to those who can afford it. On the other hand, console gamers (player two) were defined as “casuals” who just play to have fun. They could not possibly be competitive or difficult because they are intended for everyone to play!
This week in class, we streamed the game Life is Strange via Twitch. In the game, you play as a young female student with the ability to turn back time. The gameplay is episodic and the end results vary depending on what path you choose. In a lot of ways, this game reminded me of Gone Home. In both games, you play as a young female in an unfamiliar place and you move around and search for things. Also, each game offers the player the freedom to make their own choices and come to their own conclusion. In this way, each player has a unique experience playing the game and may be completed in multiple ways.
Side note: Growing up as a white male, my perception of a “real gamer” was someone with a Nintendo who could complete a hundred hour long game like Zelda. I considered myself to be a casual gamer who only played first person shooters at friends houses.
WORKS CITED:
Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017.