Rowan Kaiser: "Every other week, a company or a developer or a celebrity says something to reinforce the standard that games are played, created, and especially star white men. But there's much more pushback against this idea."
Her character is, you know, “the woman.” Because males get to have various flavors of character: the nerd, the jock, the genius, the bad boy, the opportunist. But females only get to have one flavor: “the woman!”
Ryan, aka "Jabberwock" makes armor. He therefore knows more about armor than I do and maybe more than you do. He has noticed, as you might have, that the armor that some female characters wear in video games, comics and movies is ridiculous.
After concentrating on the boys market for the last five or six years, our favorite manufacturer of plastic building blocks is trying to capture the other 50 percent of the kids market with Lego Friends, a new line aimed at girls aged 5 and above...
Film, technology and gaming, three of the core industries in transmedia storytelling, have historically been male-dominated arenas, and many of the women mentioned below have come from these backgrounds as well as from advertising, marketing, publishing and education. These women are true trailblazers in the transmedia storytelling space...
Kendra Mack: "The participatory nature of the Internet has arguably helped broaden the popular definition of a "fan community" from something exclusive to comic and sci-fi fans to being inclusive of many genres and people" ...
Erik Kain: "Blatant sexism and misogyny in gaming culture may be the work of a minority of gamers, but it’s still an important issue that deserves an open conversation. The ugly backlash to Anita Sarkeesian’s Tropes vs. Women Kickstarter project is an illustration why."
"In The Hunger Games, Katniss Everdeen embarks on a hero’s journey armed only with her bow, her arrow and her wits [...] But in the real world, the character Katniss Everdeen faces an even greater challenge: Proving that pop culture will embrace a heroine capable of holding her own with the big boys."
The film has been running an excellent transmedia marketing campaign in the build-up to the film's release. You'll find a comprehensive summary of the campaign over at Tinhat Creative.
As an avid link surfer and curator I amass many interesting articles that don't always wind up on this Scoop.it page. As a consequence, I periodically go through my bookmarks and discard those I haven't used.
In doing this today, I noticed an unusually large number of references to gender bias ... in toys, games, films, etc. I suspect this has a lot to do with the recent holiday sales period and the controversy over how toy stores define and arrange girls' and boys' toys but, taken together, these articles provide an interesting snapshot of the gender debate as it exists today.
Why is this relevant? Well, as storytellers, we both reflect and shape the views of society and, I like to think, we do so from an understanding of the multiple: cultural, ethnic, socio-economic, gender, and generational viewpoints that make up that society.
Also, as transmedia practitioners, our stories cross many platforms and may form dedicated fan bases whose power to make change is ably illustrated by the "Firefly" piece - not gender related.
Therefore, here's a look at the gender debate from a couple of interesting perspectives, plus an article "The Case For Girls" that nicely frames the debate's wider context.
Today, Lego announced a new line aimed square at girls: Lego Friends. These sets include pretty, feminine figures that are more articulated than classic Lego minifigs, blocks in a palette of colors including pink and purple, and sets like bakeries and dog shows...
Hamleys has abandoned its toy shop 'gender apartheid', scrapping its separate floors for boys and girls and their respective blue and pink signs. Are colour and toy preference dictated by nature or nurture?