Talk:Lentis/Portrayal of Women in Video Games

Notes:

Our changes have timestamps in UTC(+5) time, however, we made all edits in EST time. No edits were made after 16:00 EST/21:00 UTC on Wednesday, December 9th.

On December 9th from 11:00-2:00 pm, Christine, Sharon, and Megan proofread and copy-edited together and published the changes under Christine's account.

On December 8th at 6:30 pm, Christine, Sharon, and Megan proofread for typos together and published the change under Christine's account.

We replaced examples from the previous chapter that we felt were outdated or irrelevant, but incorporated the main ideas into other sections. The sections on The Damsel in Distress, The Sex Icon, and most of Psychological Effects were written before we started our work.

Improvements on Existing Chapter:

Christine improved the sections on Damsel in Distress and Sex Icon by adding to the previous authors' definitions and expanding upon character descriptions.

Megan improved the section on Psychological Effects by reworking outdated examples, adding research relevant to video games, and organizing the information into categories.

Sharon improved the conclusion by adding lessons and future research directions.

Everyone helped copy edit and proofread at the end.

Extensions:

Christine added the sections on Zelda, and Barbie and Pink Games.

Megan added the section on Nancy Drew and the first half of Women in Game Development.

Sharon added the section on Diverse Gaming, LGBTQ+ Representation, and Gamergate.

Critique
The content is clearly Western oriented but lacks a mention of that fact. For instance a verifiable distinct reality can be seen in Asia especially in South Korea and Japan or even in the Islamic world. There is not a global stereotype for women, the last global single model found by archeology is the pre-historic sculpture of a exaggerated figurine of a women (large breasts and hips), only after the Greeks advancement in sculpture (realistic ones), did esthetics start to prevail over function in the West. If we look in art the last representations we had previously was the Egyptian 2D paintings and streamlined statues. The evolution and effect of media in culture and the homogenization of the imaginary is also important. The effect of the alliance of the fashion industry with media was the creator of the distinction of Western views from the rest of the world. Commercialization and publicity had also an impact, for instance lower dress sizes are easier and cheaper to prototype/model and more commercially profitable. As function of womens changed in society it created pressures and expectations. The women emancipation, the 60's sexual revolution and the evolution of plastic surgery (appearance of youth), longer life span, increase in the range of ages competing for mates, all this things had particular impacts in defining the Western stereotype of women. If nothing else is static, what has always defined the women stereotype is the exacerbation of what men find attractive in a given culture. --Panic (discuss • contribs) 21:52, 29 November 2011 (UTC)