Abstract

Video games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.

Highlights

  • There are two reasons for this: 1) Sound is underexplored in game studies and our mixed methods study has a limited scope that aims to address a still-entrenched gender dichotomy; and 2) what we demonstrate with this work is that there is yet further exploration to be done in understanding the nuanced and multi-faceted ways in which game characters are gendered, which itself is foundational to representation of non-binary, queer, and/or non-human avatars

  • Reliance on high-quality voice acting rather than short synthesized bursts brings with it the endemic representational problems of cinema, and even earlier theatrical and operatic typologies (Clément, 2000; Doane, 1985) all in the name of greater realism and immersion in the gaming experience

  • That’s where the heart of this problem lies: These massive titles represent what ‘powerful’ women should look and sound like. These women are the mascots of the game; they are cosplayed at conventions and are featured in popular media, making their representational politics critically important

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Summary

Introduction

There are two reasons for this: 1) Sound is underexplored in game studies and our mixed methods study has a limited scope that aims to address a still-entrenched gender dichotomy; and 2) what we demonstrate with this work is that there is yet further exploration to be done in understanding the nuanced and multi-faceted ways in which game characters are gendered, which itself is foundational to representation of non-binary, queer, and/or non-human avatars By focusing on this specific vocalization this project offers a model for doing media analysis of sonic representation akin to studies done in visual representation of gender, race, and sexuality in screen-based media. Since video game design, including audio-visual synchresis, produces virtual as well as actual affective states (Banks & Bowman, 2016), this work is a feminist take on voice and gender as aspects of gaming necessarily tied to (but often lacking) in research on emotion, affect, and flow states in gameplay

The Battle Cry Study
Gender Coding and Sonic Tropes
Battle Cry Content Analysis
Sonic Presence and Audible Effort
Embodiment and Voice
Battle Cries and Player–Avatar Sociality
Findings
Conclusions
Full Text
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