Video Oyunlarında Kadının Değişen Temsili: Yenilikçi Damsel in Distress Tasvirleri

Video oyunlarında kadının yetersiz temsilini ele alan çok sayıda araştırma literatürde mevcuttur. Bu araştırmalar, video oyunlarında kadın karakterlerin az sayıda ve genellikle yardımcı rollerde olması, sadece cinsel çekiciliklerinin ön planda tutularak başroldeki erkek karakterin ödülü olarak kurtarılmayı veya talep edilmeyi bekleyen pasif kişilikler olarak kurgulanması gibi bazı temel problemlere dikkat çeker. Fakat son yıllarda video oyun endüstrisinde kadının yetersiz ve basmakalıp temsilini değiştirme çabası da gözlemlenmektedir. Bu değişim çabasının bir yansıması olarak bazı video oyunlarında damsel in distress (başı dertte olan genç kadın) gibi en bilinen karakter arketipleri tekrar yorumlanmaya başlamıştır. Araştırmada damsel in distress arketipinin yenilikçi yorumlarını incelemek için amaçlı örnekleme yöntemiyle seçilen dört oyun ele alınmıştır. Amaçlı örneklemede araştırmacı, çalışmasında konu edindiği problemleri çözüme ulaştıracak zengin bilgi içeren örnek durumları seçmektedir. Seçilen dört oyun ise sırasıyla Braid, Grand Theft Auto IV, Hellblade: Senua’s Sacrifice ve Gris’dir. Dört oyunda da damsel in distress arketipinin ve bu arketiple bağlantılı anlatıların nasıl tekrar yorumlandığı betimsel analiz yöntemiyle açıklanmaktadır. Betimsel analiz yaklaşımına göre elde edilen veriler daha önceden belirlenen temalara göre özetlenerek yorumlanmaktadır. Analizde video oyunlarında yer alan yenilikçi damsel in distress anlatılarının, kadının yetersiz temsilini aşmaya yönelik olumlu mesajlar verdiği sonucuna ulaşılmıştır. Örneklemdeki oyunlar, kadın karakterlerin gerektiğinde yardım beklemeden tek başına mücadele edip mağduriyetten kurtulabileceğini göstermektedir. Ayrıca video oyunlarının, bir kadını damsel in distress konumuna sokan nedenleri sorgulatarak geleneksel anlatıların barındırdığı problemlere dikkat çekebildiği görülmüştür. Son olarak video oyunlarında bir damsel in distress’in başrolde olabileceği ve kadın karakterlerin ilgi çekici olması için fiziksel özellikleri üzerinden metalaştırılmasının gerekmediği de tespit edilmiştir.

The Changing Representation of Women in Video Games: Innovative Depictions of Damsel in Distress

There are many studies in the literature addressing the under-representation of women in video games. These studies draw attention to some basic problems such as the fact that female characters are few in number and only play supporting roles in video games as passive characters who are at the forefront with their sexual attractiveness, waiting to be rescued or demanded as a reward for the male protagonist. However, in recent years, there has been an effort to change the inadequate and stereotypical representation of women in the video game industry. As a reflection of this change effort, the most well-known character archetypes such as 'damsel in distress' have begun to be reinterpreted in some video games. In the study, four games selected by purposive sampling method were discussed in order to examine innovative interpretations of the damsel in distress archetype. In purposive sampling, the researcher chooses sample situations that contain rich information to solve the problems in his study. The four selected games are Braid, Grand Theft Auto IV, Hellblade: Senua's Sacrifice, and Gris, respectively. The descriptive analysis method explains how the archetype of damsel in distress and the narratives associated with this archetype are reinterpreted in four video games. The data obtained according to the descriptive analysis approach are summarized and interpreted according to the previously determined themes. In the analysis it has been determined that innovative damsel in distress narratives in video games give positive messages to overcome the under-representation of women. The games in the sample show that the female characters can fight alone without waiting for help when necessary and get rid of the victimization. It has also been seen that video games can draw attention to the problems of traditional narratives by questioning the reasons that put a woman in the damsel in distress situation. Finally, it has been determined that a damsel in distress can play a leading role in video games and that female characters do not need to be commodified over their physical characteristics in order to be interesting.

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