The Female Body and Experience in Chinese Multiplayer Online Battle Arena Games
- DOI
- 10.2991/assehr.k.220105.206How to use a DOI?
- Keywords
- visual culture; digital culture; gaming; multiplayer online battle arena; moba
- Abstract
This paper sets out to discuss the implications of female representation in Chinese Multiplayer Online Battle Arena (MOBA) games for female players. Due to the sexist treatment of women in the gaming sphere, this paper hopes to open new discussions of how visual representation of women in games is harmful for female players. By examining a 2020 case study conducted by Tingting Liu and Zishan Lai on a top Chinese MOBA and applying various works by Judith Butler, Mary Ann Doane and Laikwan Pang, gaming is considered as a performance, masquerade or distorting mirror in which gender is explored. The visual representation of women in games puts forward a distorted view of female players and therefore influences the way male players view female players and how female players view themselves. Although it is a shame that this topic should be discussed from a cis-normative angle, perhaps through discussing the dynamics between cis-genders can this paper bring up new topics. Ultimately, this paper hopes to provide a more holistic view of the issue by pointing out possible links between the subjects and to better understand the possible gender bias present in mainstream MOBA games with a broad reach of audience.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Suoyi Zhang PY - 2022 DA - 2022/01/17 TI - The Female Body and Experience in Chinese Multiplayer Online Battle Arena Games BT - Proceedings of the 2021 International Conference on Social Development and Media Communication (SDMC 2021) PB - Atlantis Press SP - 1125 EP - 1129 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220105.206 DO - 10.2991/assehr.k.220105.206 ID - Zhang2022 ER -