Conclusion
Cyberfeminism is the study of Organism plus technology. Cyberfeminism emerged in the 1990s as a response to the lack of women's voices and perspectives in the predominantly male-dominated tech industry. The movement aimed to challenge and subvert traditional gender roles and power structures by utilizing technology as a tool for social change and resistance.
One of the core tenets of cyberfeminism is the recognition that technology is not neutral but rather reflects and reinforces societal biases and power structures. For example, algorithms used in artificial intelligence can perpetuate and amplify gender and racial biases if not designed and programmed with diversity and inclusivity in mind. Cyberfeminists have therefore advocated for greater inclusion of women and other marginalized groups in the development and use of technology.
Cyberfeminists have also sought to celebrate and recognize the contributions of women and other marginalized groups to the tech industry. For example, Ada Lovelace, a 19th-century mathematician, is often credited as the world's first computer programmer for her work on Charles Babbage's Analytical Engine. Yet her contributions were largely forgotten and overlooked until cyberfeminists began to highlight her importance and impact on the tech industry.
Furthermore, cyberfeminists have emphasized the potential of technology as a tool for social change and resistance. They have utilized digital platforms and tools to organize and mobilize for various causes, including reproductive rights, gender equality, and LGBTQ+ rights. For example, the #The MeToo movement gained momentum and support through social media, demonstrating the power of technology in amplifying marginalized voices and sparking social change.
Despite its contributions and achievements, cyberfeminism has faced criticism and challenges. Some critics argue that the movement is too focused on identity politics and overlooks other important issues, such as economic inequality and labor rights in the tech industry. Others argue that cyberfeminism perpetuates a binary and exclusionary view of gender and fails to recognize the diversity and complexity of gender identities.
Nevertheless, cyberfeminism remains a relevant and important movement in today's digital age. As we continue to rely on technology for various aspects of our lives, it is crucial that we engage with the principles and ideas of cyberfeminism to ensure that our technological innovations are inclusive, equitable, and just.
Cyberfeminism is a relatively new approach to feminism that has emerged with the rise of technology and the internet. It seeks to explore the role of women in the cyber world and how technology can be used to empower women and promote gender equality. The concept of cyberfeminism is still evolving, and there are many different perspectives on what it means and how it can be applied in different contexts.
In the context of video games, applying cyberfeminism can be challenging because the gaming industry has historically been male-dominated, and many games perpetuate gender stereotypes and objectify women. However, mobile games offer a unique opportunity to explore cyberfeminism because they are widely accessible and can be played by anyone with a smartphone or tablet.
Mobile games can also be seen as part of the Web 2.0 revolution, which has transformed the internet from a static, one-way medium to a dynamic, interactive space where people can create, share, and collaborate in real-time. This has given rise to a new generation of tech-savvy women who are using social media to showcase their skills, build communities, and promote their businesses.
Despite these positive developments, cyberfeminism remains an important perspective to consider in the tech world because technology itself is not neutral. It reflects the biases and values of the society that created it, and it can perpetuate existing inequalities if not designed and used with care.
Therefore, it is crucial to study cyberfeminism and consider women's perspectives when developing and using technology. This can help ensure that technology is used to promote gender equality and empower women, rather than perpetuating existing biases and inequalities. In this sense, cyberfeminism is an ongoing fundamental theory that can be explored and applied in various contexts, including mobile games.
Gaming culture is a broad field that investigates specialized reading. As Prmod K. Nayar explains, narrative methods can enable players to participate with the plot of the games through a parallel corporeal world that appears to be the player's real reality as he/she enters the Virtual World. Further Nayer explained, the narrative approach to games is a perspective that sees video games as interactive stories that offer players a unique and immersive experience of enacting a narrative. This approach considers games to be narratives that consist of both a story and the telling of the story. In video games, the player's active intervention in the gameworld is what constitutes the telling of the story, as the events that unfold are dependent on their actions and decisions. This is in contrast to a traditional narrative such as a novel, where the narrative exists and follows a sequence independent of the reader.
The narrative structure of video games is typically characterized by a cause-effect and sequential structure, which is shaped by the player's decisions and actions. The choices made by the player within the gameworld determine the outcome of the story, providing a level of interactivity and agency that is unique to video games. Players are not passive recipients of the story, but rather active participants who influence and shape the narrative as it unfolds.
A crucial element of the narratives of digital games is the player's active interaction with the gameworld. Unlike other forms of storytelling, where the reader is merely an observer of the narrative, the player's actions and decisions in video games have a direct impact on the story. This interactivity provides players with a sense of immersion and engagement, enabling them to experience the narrative in a more profound and personal way.
Goddess of Era is a game that features only female characters, but not all of them are portrayed as strong warriors. It is important to recognize that these characters have unique stories that may inspire other female players. The biases in the game's wording, such as the use of "Goddesses" and "Female Warriors," may reinforce gender stereotypes and limit the potential for diverse representation.
It is not necessarily the case that the developer intentionally perpetuates biases in the game. However, the lack of diversity in character portrayal may be limiting and exclusionary. Female
players may not identify with the narrow representation of female characters, which could limit the appeal of the game to a broader audience.
The game has the potential to foster a strong female community. However, this can only happen if the game reflects the experiences of female players and offers them the opportunity to relate to the characters and storylines. This may involve changing the language used to describe female characters, providing a wider range of character types, and offering players the ability to customize their characters to better reflect their identities and experiences.
Ultimately, the success of Goddess of Era as a game and community-building tool will depend on the developer's willingness to listen to and engage with the needs and preferences of female players. By offering a more diverse and inclusive representation of female characters, the game has the potential to become a powerful tool for empowerment and inspiration for female gamers.
Life is Strange is a popular video game that follows the story of Max, a female protagonist with a mysterious power that allows her to rewind time. The game is narrative-driven, meaning that the player's choices affect the story and the outcome of the game. Max's journey through the game is not only focused on completing levels and solving puzzles but also on exploring her personal life and relationships.
As the player progresses through the game, they are given various choices that can affect Max's identity and relationships. This can be a confusing experience for some players, especially when it comes to questions about gender identity. Max's story is woven into the game's narrative smoothly, but it can still lead to questions and confusion among players who may be struggling with their own identity.
In the cyber world, women are still struggling to find their identity and place in society. They are often subjected to discrimination, harassment, and violence, which can have a significant impact on their self-esteem and confidence. Max's story can be seen as a reflection of this struggle, as she is manipulated by other female characters and forced to navigate a world that is dominated by men.
Postmodernist arguments suggest that the narration in Life is Strange is a reflection of how patriarchy uses various tropes and strategies to diminish the value of femininity. The game portrays women as vulnerable and in need of protection, while men are portrayed as strong and dominant. This can reinforce traditional gender roles and perpetuate harmful stereotypes. Life is Strange is a thought-provoking game that raises important questions about identity and gender. While the game's narrative can be confusing at times, it ultimately serves as a powerful reminder of the ongoing struggles that women face in society today.
The concept of cyberfeminism has become increasingly relevant in the digital age, where online games have become an integral part of many people's lives. Through examining selected online games, it is clear that these spaces can be both empowering and oppressive for female players. While some games provide opportunities for female gamers to challenge traditional gender roles and stereotypes, others perpetuate misogyny and sexism.
As such, it is important to approach cyberfeminism in online games with a critical and intersectional lens. Game developers must be held accountable for the ways in which their products perpetuate harmful gender norms, and female gamers must be empowered to speak out against discrimination and advocate for change. Moreover, it is essential that we continue to create and support online spaces that are inclusive and equitable for all gamers, regardless of gender or identity.
Approaching cyberfeminism in selected online games requires a multifaceted approach that addresses both the structural inequalities embedded in these platforms and the lived experiences of female gamers. Only by working together can we create a more just and equitable gaming culture that truly reflects the diverse perspectives and experiences of all players.
Limitations :
The research at hand does not specifically address the topic of marginalized reading or racism, which can be considered as a limitation of the study. While it is important to acknowledge and address issues related to representation and diversity in various forms of media, it can be challenging to cover all aspects within the scope of a single dissertation.
It is important to consider that marginalized reading and racism can be complex and multifaceted topics, requiring in-depth analysis and research to truly understand and address their impact on society. Given the limited space and resources available in dissertation writing, it may not be feasible to explore these issues in detail in the context of new games.
Nonetheless, it is important to recognize the importance of these topics and the need to continue studying and discussing them in various academic and social settings. This can involve examining how representation and inclusion are portrayed in various forms of media, as well as exploring the social and cultural factors that contribute to issues of marginalization and discrimination.
Perhaps it is crucial to keep spreading awareness and encouraging conversation about these concerns in all spheres of society, even though it may not be possible to completely investigate racism and marginalized reading in the context of this particular research.
One of the limitations of the research is the timeframe for studying new games. Due to the constraints of time and resources, the study focuses on games that were released within the past three to five years. While this timeframe may be sufficient for analyzing some aspects of the games, it may not provide enough content to conduct a comprehensive analysis of the games. Analyzing new games can be challenging as there may not be enough user reviews or feedback available to make meaningful conclusions. This may limit the depth and breadth of the analysis that can be conducted on these games.
Despite these limitations, the study can still provide valuable insights into the portrayal of marginalized groups in newer games. By focusing on user reviews and feedback, the study can provide a general sense of how players perceive the representation of marginalized groups in these games. It is important to acknowledge the limitations of the study and to be transparent about the methodology used. By acknowledging these limitations, the study can contribute to a broader understanding of the portrayal of marginalized groups in newer games while also identifying areas for further research and exploration.