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EN
The article elaborates on the topic of representation of women in the medium of videogames - both in terms of women's active participation (as creators and gamers) and depiction of female characters in games. The problem of discoursive exclusion and sexist depiction of women in gaming is rather widespread and grounded in specific constructs of gamer's and game designer's identities. However, some distinct tendencies to criticise and change this situation start to emerge in the last years. The article examines the issue through three case studies connected to recent discussions: 1) the video series 'Tropes vs. Women in Videogames' made by a feminist blogger Anita Saarkesian that backlashed with aggresive negative reactions of some male gamers, which in turn sparked the debate on exclusiveness of gaming culture; 2) the reboot of Tomb Raider series and the change in the image of Lara Croft, one of the most iconic characters of videogames; 3) the lack of female protagonists in Grand Theft Auto V, the best-selling videogame in history, and the debate surrounding this fact.
PL
Young man, put your pride on the shelf. Gender Performance, Camp and Ironic Masculinity in Just Dance Game SeriesThe article concerns the relations between dance games, gender performance and discourses of masculinity. As Miller notes (2014), dance games allow to some extent to experiment with gender performance. In Just Dance game series, there is a specific tendency in design of male avatars – many of them use irony and camp aesthetics. I argue that despite common association of camp with undermining the dominant discourses, in dance games irony and camp aesthetics have a primary purpose of encouraging men to participate in dance activities while maintaining normative masculine identity.
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