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Playing Dress-Up: Costumes, roleplay and imagination

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<strong>Playing</strong> <strong>Dress</strong>-<strong>Up</strong> Ludica<br />

This creates a level of transparency that is not present in other game worlds, <strong>and</strong> has also created a unique<br />

culture of gender play in There.com.<br />

Avatar representation is an issue in all these contexts. Particularly in role-playing games, Taylor remarks<br />

on “the impoverished view of online embodiment most designers seem to be operating with,” especially<br />

where female representation is concerned, noting that many women in her study were forced to bracket or<br />

ignore their discomfort with their avatar appearance. As one of Taylor’s subjects put it: “Who would go<br />

into battle wearing a chain bikini.” (Taylor 2003A pp.37-38) Co-author Pearce has referred to such hyper-<br />

sexualized battle-garb as “kombat lingerie” noting that it reveals a male fantasy about watching women in<br />

battle, rather than a female fantasy of empowerment. (Figure 15) Taylor has also written eloquently about<br />

the power structures of representation in games, a matter that is crying out for further critique. (Taylor<br />

2003B)<br />

Sara Bryant, Virtua Fighter 4 Lara Croft, Tomb Raider Sophitia, Soul Calibur Orchid, Killer Instinct<br />

Figure 15: Examples of Kombat Lingerie<br />

In both Second Life <strong>and</strong> There.com, where clothes are not tied to a race, class or armor stats, fashion<br />

functions primarily as a mode of both individual expression <strong>and</strong> an intersubjective space in which to<br />

explore social identity. Some female players in There.com complain of the “Barbie-doll” style avatar, but<br />

relish the opportunity to have some moderate control over their bust-size, weight, <strong>and</strong> even age. (Pearce<br />

2006B) This differs from the traditional MMOG in that these fashions <strong>and</strong> representations are freely<br />

chosen <strong>and</strong> even designed by the players. With this choice it might be expected that women would veer<br />

away from highly sexualized representations. Conversely, women players <strong>and</strong> designers in both of these<br />

metaverses frequently lean towards much sexier clothing than they would wear in real life, taking<br />

advantage of the freedoms <strong>and</strong> anonymity afforded in a virtual world, as well as the opportunity to inhabit<br />

a “perfect” body (which can highly appealing to those who may feel marginalized in their real bodies).<br />

There.com designers have developed elaborate techniques for rendering cleavage, <strong>and</strong> women in Second<br />

Life frequently present as young, sexy <strong>and</strong> busty.<br />

Philosophy of Computer Games 2007 Page 19

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