Tag Archives: Gender

Why Web Series Matter

images-4Up until about a month ago I had never considered the actual definition of a web series. Wikipedia defines it simply as, “a series of scripted videos, generally in episodic form.” I thought that I had a pretty good working knowledge of why someone would decide to produce or star in a web series as opposed to entering the television industry. Of course looking back on my initial assumptions, they were all fairly ignorant.

I believed that writers, producers, actors, etc. involved themselves in these projects because they could not make it in Hollywood or did not want to commit to larger endeavors. Even on the most basic level, I was very wrong. A web series takes a lot of time and commitment to be involved in. Also, as I learned from The Meme Team’s presentation, actors and actresses actually go through auditions in order to land a role on web series just as they would for any TV show or movie.

Most importantly, I was overlooking the actual motivation of these creators and contributors because I failed to consider the content that they are ultimately generating. Most web series use their platform to display and acknowledge groups of people who are overlooked on prime time. Beyond acknowledgement, these webisodes usually act in an effort to erase false stereotypes that regular programming may unfairly perpetuate.

The picture shown at the top of this post is of Issa Rae who stars on “The Mis-Adventures of Awkward Black Girl” as the main character, J. The web series revolves around J’s comically frustrating everyday interactions. Blacks are largely underrepresented in television shows, especially in relation to main characters. Sure, there is BET (Black Entertainment Television) but it nowhere near fills the void. By making “Awkward Black Girl” a web series, there was no need to negotiate the content with a network. Instead, it can be played through YouTube and portrayed exactly as how the creators envisioned it.

Another great web series, “The Guild,” follows a group of gamers who interact through their webcams and an online game. In mainstream media, gamers are portrayed as younger in age, predominately male, as well as white and nerdy. The characters in these webisodes vary in age, race, and gender. The character at the forefront, who is also the writer and creator, is a female in her mid-thirties. Some of her fellow players include a mother who I would not describe as nerdy, an older male, and a younger male who is, shockingly, not white. This dynamic more accurately depicts the actual diversity of the gaming world than most mainstream portrayals.

Clearly, there is a lot more to web series than initially meets the eye. Whether or not they could make it on TV is not the question I should have been asking. Instead, the focus should be on why a secondary platform is needed in order to include these underrepresented groups of our population. Fortunately, the Internet has opened up such a sphere. Many web series could make it on network televisions and some have even been picked up to be adapted into shows already.  Creators of web series may not even want to be picked up by a network due to the censorship they would have subject their material to; the message could be lost between media. These are the web series that need our attention most: the ones that would not work for TV. The important thing to remember is that all of this content should have a place in our society.

Developing My Digital Literacy

When I signed up for this class I had no idea what to expect. I decided to enroll because I wanted to take an English class that was not literature-based. Although I did think that the class would require us to interact more with technology, I enjoyed learning about new media and the impacts of technology from an academic standpoint.

In the beginning of the semester we discussed our broad opinions about new media. I remember referring to new media, specifically the internet, as a faceless equal playing field where race and gender do not matter. Throughout the course of the semester, I realized that I was misguided in my original interpretation of new media.

Contrary to my initial view, we learned that often new media perpetuates racism and the objectification and degradation of women. In class we discussed racist memes which, due to the ease with which they can be copied, rapidly spread and thus widely and quickly promote their racist message.

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We also discussed how video games degrade women through hypersexualization while also over-representing white men by almost exclusively portraying white males as heroes. While in these two instances new media popularizes negative stereotypes and creates new negative stereotypes about women and about different races, new media also offers a place for misrepresented and underrepresented groups to express themselves. We learned about how web series offer a place for these misrepresented and underrepresented groups to create shows that focus on the specific problems that their groups face unrestrained by the tenants of traditional network television.

In addition to learning about race and gender in new media, we also discussed how Google and Youtube dictate our searches and thus dictate both our knowledge and who grows popular on the internet. I used to view YouTube and Google as places where anyone could have their blog discovered or could post a video and grow famous. Now I realize that YouTube and Google are, at their core, businesses, and, that advertisers rather than users exist as YouTube’s and Google’s customers. Because advertisers are Google’s and YouTube’s customers – YouTube promotes videos and Google promotes websites based on which websites or videos receive the most views, or based on who pays for promotion. While I appreciate the existence of Google and Youtube as free services, I recognize that the validity of information or the quality of content is not Youtube’s or Google’s first concern when yielding search results.

Overall, this course taught me to recognize the importance of digital literacy and to develop my own digital literacy. While the internet does offer a place for anyone to have a voice, the business-minded nature of websites that control our searches, namely Google and YouTube, makes some content difficult to discover. In addition, I learned that it is important to recognize that while the internet gives misrepresented and underrepresented groups a place to express themselves, it also promotes racism and degradation and objectification of women by idolizing white men and by perpetuating negative race and gender stereotypes.

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Here’s a trailer for the film “Miss Representation” which outlines many of the themes we discussed this semester:

 

[youtube]https://www.youtube.com/watch?v=W2UZZV3xU6Q[/youtube]

 

 

My Digital Reflection

As I plan to reflect in our team paper, this class has greatly influenced the way I immerse myself in new media. I have not withdrawn myself from digital media nor altered any of my interactions with new media, but I am more aware of how the world is represented to me via media and, reversely, how I am represented to the world via media (social media in particular.)

The relationship between this class and new media reminds me of the quote: “Fish don’t know they’re in water until they’re taken out of water.” I didn’t realize how heavily skewed representations of gender and sexuality are in new media until I was granted access to the readings and discussions relevant to this course. Previous to this course, when I flicked through magazine advertisements I glanced at them without much thought (except perhaps, Wow I wish I looked like her or Wow I wish I could afford that purse.) Now, however, my perception of these advertisements (and other forms of advertising as well, this is not limited to just magazine/paper ads) has completely morphed. This course has equipped me with the tools necessary to analyze just how disturbing contemporary advertising in new media can be. For example, take the Dolce & Gabbana advertisement below:

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This SCREAMS of issues relating to gender and sexuality in new media that we’ve discussed throughout this semester. First of all, hello hypersexuality of both the male and female form. Do regular human beings walk around this scantily clad, fit, and dripping in oil? I wasn’t aware (sarcasm.) Second of all, to me this looks like a rape scene. One woman is being pinned to the ground by a man while a bunch of male onlookers stare admirably, perhaps waiting their own turns. Before taking this class, I would have just flicked by this ad without a care in the world. Now I analyze it for what it truly is: an artifact primarily relating to objectification of the female gender taking place in new media.

As I said before, this class has not only informed me of aspects of new media that I am more unfamiliar with (such as topics of gender and sexuality in video games, example: Assassin’s Creed Freedom Cry) but it has also gone beyond the series of the digital culture I once thought I knew but clearly do not. I now question my digital life, as demonstrated in my battle with the Dolce & Gabbana advertisement above. I’m not sure if that is a good or bad thing…

The assignments in this class were never tedious nor boring nor uninformative. Literally every reading/in-class discussion we’ve done has informed how I think about digital culture. As I grew up with digital technology, (it advanced as I advanced and vice versa), I take it all for granted. Although I likely still take new media for granted as it is so deeply ingrained in my life (twitter addict!!), I am very confident that I am better equipped to analyze gender and sexuality misrepresentations and problems in new media because of this semester.

Integration

 

The level to which female gamers are able to reconcile gaming with the rest of their lives.   The level of integration can be seen in terms of the ability of the gamer to accept the hostility towards women within games or gaming culture.  “Power gamers” have a tendency to integrate technology and their gender better than “moderate gamers”, for whom there must be a more careful negotiation.  Non-gamers reject gaming technology completely and assert themselves in ways that are more traditionally feminine.

 

2013 Tomb Raider

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In the 2013 version of Tomb Raider, Lara Croft is more athletic, wearing cargo pants instead of tiny little shorts as she did in the previous games. However, in this story, and especially deeply implied by the trailer, Lara Croft seems to be sexually assaulted. “A few months ago, executive producer Ron Rosenberg told Kotaku that scavengers on an island where Lara is trapped attempt to rape her. “She is literally turned into a cornered animal.” (Note: Likening victims of attempted rape to “cornered animals,” is the very definition of dehumanizing.) “ (Forbes).

Again, going off the executive producer’s comments, When Rosenberg spoke about Lara, he said, “When people play Lara, they don’t really project themselves into the character…. They’re more like ‘I want to protect her.’ There’s this sort of dynamic of ‘I’m going to this adventure with her and trying to protect her….’” In this, the executive producer is basically saying that it would odd for a boy to relate to a female hero – therefore, they must make them vulnerable in order to to relate to them at all. Consider this when thinking about that concept: How many people can relate to non-human characters? The answer is a lot. So why would a woman be any different?

In general however, the 2013 Tomb Raider is much less hypersexualized than the orginals. Instead of her breasts being the prominent focus, the details and intricacies (which was aided by the better processing systems, of course) of her face becomes the focal point of her character. She is strong and tough, but has moments of weakness, like any person would too. The depth of her character is better: she is much more than just a pretty face.

 

Citation: Pinchefsky, Carol. “A Feminist Reviews Tomb Raider’s Lara Croft.” Forbes. Forbes Magazine, 12 Mar. 2013. Web. 12 Mar. 2014.