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Högskolan Dalarna

BA Thesis English Linguistics Supervisor: Soraya Tharani

Textual Differences in Game Reviews Written by Men and Women

Autumn 2011

Marie Eriksson

19890617-2146

h10marer@du.se

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Table of contents Abstract

1. Introduction ... 1

1.1 Aim ... 2

2. Theoretical Background ... 2

2.1 Gender Theories and Concepts ... 2

2.2 Technical Writing Differences ... 5

3. Methodology and Data ... 6

3.1 Method of data collection ... 6

3.2 Method of data analysis ... 8

4. Data analysis and Results ... 9

4.1.1 Beyond Good and Evil ... 9

4.1.2 Darksiders ... 10

4.1.3 Bayonetta ... 10

4.1.4 Devil May Cry 3 ... 11

4.1.5 The Longest Journey ... 12

4.1.6 Indigo Prophecy / Fahrenheit ... 12

4.1.7 The 3

rd

4.1.8 Silent Hill 2 ... 14

Birthday ... 13

4.1.9 Heavenly Sword ... 14

4.1.10 God of War ... 15

4.1.11 Tomb Raider: Underworld ... 16

4.1.12 Uncharted: Drake’s Fortune ... 17

4.2 Gender Analysis Summary ... 17

4.3 Technical Linguistic Theories ... 19

4.4 Results ... 20

5. Conclusion ... 22

References ... 23

Appendix ... 39

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1 Abstract

The aim of this essay is to examine the differences in language use between the genders in game reviews, to find whether there are differences in the use of the language depending on gender. Both sexist language and technical aspects are examined, the technical aspects of writing have been chosen from previous research about gendered differences in writing. The reviews are randomly chosen but the games are selected. There is an equal amount of games with male and female main characters, and the number of reviews is chosen according to the number of reviews written by females, as there are fewer of them, and thus easier to find a matching number of reviews written by males rather than vice versa. The reviews are then examined to find sexist language and differences. This essay finds that there is sexist language in the writing of both genders, such as marked language, but only when the main character of the game is female. Both genders tend to focus on the appearance of female characters and the characteristics of male characters, but there is no known previous research about male and female game characters to compare these results to. However, the technical differences remain consistent with previous research on the same subject, such as female reviewers using more pronouns than male reviewers, and male reviewers using fewer verbs than female reviewers.

1. Introduction

The world of digital games today is a blend of both the types of games being released and the

types of people who play them. Depending on how broadly one defines games, female gamers

can be either a minority or equal to male gamers. With the introduction of leisure games to

Facebook and iPhone games, more females are playing games. The mainstream gaming

culture centered on larger consoles such as the PC or X-Box is mostly male dominated,

though many females own these consoles and enjoy the games available to them. However, in

areas such as game producers, designers, characters and reviewers, most of those involved are

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male, though more females are beginning to appear within these areas as well. 11.5% of the game developers today identify as female (IGDA, 2005:12). 88% of game protagonists are male and 12% are female today (Downs, Smith, 2009:727), but it is an improvement compared to games in 1991, where “92 percent contained no female roles whatsoever”

(Cassell, Jenkins, 2000:5). Despite these developments, the target demographic for the

mainstream games produced nowadays is still young males, shown in examples such as “[t]he original Xbox console was positioned as a gaming powerhouse […] targeted towards

“hardcore” male gamers” (Jain et al., 2011:1). There might be many reasons for this, but since more females are getting involved in the gaming world in general, it would only be natural to see an increased amount of game reviews written by females. Therefore, examining whether or not female writing about a traditionally male subject would have striking

differences compared to male writing is an interesting topic.

1.1.Aim

The aim of this essay is to examine whether there are significant differences in the language used by men and women in game reviews. The examination of the text will be split into two different areas. One will focus on the content of the text to see if there are any examples of sexist language or other trends for either gender, for instance, if either gender seems more prone to focus on the physical attributes of a character or prefers to write about one aspect of the gaming experience over another. The other area will be the technical aspect of the writing, such as word class usage, text length and whether or not the author includes the reader in the text.

2. Theoretical Background

2.1. Gender Theories and Concepts

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This essay will use theories and concepts developed by previous studies of gender in linguistics. The first concept that will be applied to the texts is the concept of judging

characters by appearance, to see if either gender of reviewers focuses mainly on appearance at the cost of mental attributes, e.g. “babe is both approving [beauty] and disapproving

[intelligence]” (Moore, 2003:1) for female characters and “[h]unk (approving) and wimp (disapproving) apply to men criteria of strength and attractiveness, but neither has a clear connotation of intelligence” (Moore, 2003:1) for male characters. An example of this would be a reviewer writing negatively or positively about a character simply because of appearance rather than personality, or possibly giving a game a certain grade simply because of the appearance of the protagonist. Whether the reviewer finds the appearance of the protagonist positive or negative will not be important as long as the appearance of the character is the main focus.

The second gender concept to be applied to these texts is that of marked language, one example of this would be an author calling a character ‘female doctor’ or ‘male nurse’, so

“traditionally ‘masculine’ has been unmarked, ‘feminine’ marked” (Tolmach Lakoff:

2000:44). This would imply that a certain title or occupation has a standard gender, and it must be specially pointed out if someone of the other gender has this occupation. Of course, this is also used when a man has a traditionally female role, such as a nurse or kindergarten teacher. Adding this concept to the examination of the texts is important because there are

“pairs of terms where the unmarked form is male, and the marked form female. Not only does

this suggest that the male figure is the ‘norm’ and the female one ‘deviant’, but the female

form clearly has derived status” (Romaine, 1999:61). However, this will only be applied to

the main characters of the game in question, and usage of marked language connected to

secondary characters in these reviews will be ignored to minimize the number of possible

occurrences, and also to remove the need to introduce the secondary characters as well. It

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should be pointed out that in this analysis, the word “heroine” will be seen as a marked word, as several reviewers use “hero” to refer to female characters.

Another linguistic concept that will be used are gender-specific attributes and adjectives. To specify, one adjective is used in a positive way with a character of one gender and in a negative way with a character of the other gender. An example of this would be to express admiration for a female character by referring to her as ‘caring’, but belittle a male character for the same attribute. Some stereotypical gender-specific attributes are “males are seen as logical, rational aggressive, exploitative, strategic, independent and competitive. Females are thought to be intuitive, emotional, submissive, empathic, spontaneous, nurturing and

cooperative” (Romaine, 1999:32). This is important to apply to the reviews because it would suggest tendencies to evaluate the characters based on the type of behaviors reviewers think the characters should have, or in an extreme case use one adjective in a positive way in one review and a negative in another, and if this is a trend among either gender among the reviewers (or directed at either gender of the characters) this could suggest tendencies and opinions that may or may not be connected to other media.

Another concept that is similar to the concept of gender-specific adjectives and attributes are positive or negative opinions about femininity or masculinity. This concept differs from the previous concepts, however, because this does not need to be linked to a character of either gender to take on these opinions. This concept will be used to examine whether or not “what is masculine is positive, and what is feminine is negative” (Romaine, 1999:67). It will be applied to texts to see if there are blatant shows of androgyny or misogyny among the

reviewers, and if any group shows greater tendencies to have these opinions. This is important

to examine if a group shows dislike for a character based on behavior linked to gender, such

as a male character showing feminine traits or vice versa, or if a female character is disliked

for being ‘too feminine’. However, this will only be included if the reviewer clearly states that

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a female character is ‘too feminine’. Once again, only attitudes directed towards the main character will be examined, so even if a reviewer is obviously andro- or misogynistic to secondary characters it will not be included due to the scope of this essay.

The final theory to be applied is non-parallel treatment, such as “describing women by appearance, but men by achievement” (Goddard, Patterson, 2000:75). This specific theory is very similar to the first theory, but it will be applied to examine whether or not male or female characters are described by appearance alone, achievement alone or a combination. Various examples of this will be considered, such as some characters being introduced by occupation but others with physical attributes, as achievement is often the goal of the game rather than having a character that has already achieved something. Another example of non-parallel treatment is “referring to women as ‘girls’, but giving male figures the adult label, ‘men’”

(Goddard, Patterson, 2000:75), and it will also be examined if any male characters are referred to as ‘boys’ and if this has any positive or negative value connected to it. The age of the characters will be presented in the data. This examination is important to include, as it could suggest that the reviewer feels that “[a] female never grows up […] Neither education nor social status spares a woman from being called a girl” (Romaine, 1999:135), or

conversely that a male character fits the same description.

2.2 Technical Writing Differences

The previous research results that will be applied to the texts include the more technical aspects of writing. The first concept is that ”[…] females use many more pronouns and males use many more noun specifiers” (Shlomo Argamon et al., 2003:323). To specify, noun specifiers are “articles, demonstrative pronouns, quantifiers” (linguistics 110, 2000:1).

A concept that is linked to the use of pronouns is personalization of the text. Previous research

has argued that “[…] female authors include both the writer and the reader explicitly in the

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text” (Shlomo Argamon et al., 2003:332). One of the ways that women could personalize their texts is for example by having a greater number of personal pronouns (Shlomo Argamon et al., 2003:331). To examine if the same thing is true of these game reviews, this essay will

compare texts and see if either gender writes more inclusively, such as addressing the reader directly in the review, or uses more personal pronouns than the other.

Another difference that has been found is that “in both fiction and non-fiction, we find male authors using more post-head noun modification with an of-phrase (e.g., ‘garden of roses’)”

(Shlomo Argamon et al., 2003:334). This will be applied to the data in this essay to see if the same is true of these particular texts.

Features that are considered to occur more in texts written by females include “thoughts, emotions, senses, other peoples, negations, and verbs in present and past tense”, while texts written by males include “technical linguistic features such as numbers, articles, prepositions, and long words. Swear words added emphasis to male language” (Newman, Groom,

Handelman, Pennebaker, 2008:229).

The final technical aspect that will be examined is the length of the texts. Previous research found that “when mean sentence length is calculated, women come out as the wordier gender both in writing […] and speaking” (Newman, Groom, Handelman, Pennebaker, 2008:223).

As with the other results of previous research, this will be applied to the reviews to see if the same pattern emerges.

3. Methodology and Data

3.1 Method of Data Collection

The first thing to point out is that only the games have been specifically selected. This is to

ensure that the games as well as the characters have similarities, in order to exclude the

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possibility that the games are too different for the reviews of them to be comparable. The game selection has been based on the female protagonists, as they are much fewer than male protagonists and thus easier to overview and compare. Erotic games have not been selected as most reviews of these games focus on the quality of the pornography or other issues

surrounding pornography itself rather than the characters. The console, genre and ESRB rating (a system that decides which age group a game may be sold to, and includes warnings about things like violence and drug use) has not been considered in the game choice. This is because the console and genre does not have much impact on the content of the game, and many games are released for several consoles. The ESRB rating is irrelevant to the choice of these games as the writing about the characters is unlikely to differ much depending on which age group the game might be legally sold to. The criteria which is used in the choice of game is only that there is only one protagonist whose gender cannot be selected and the protagonist is post-pubescent and human. Minor details such as unnatural skin colour and minor

animalistic or other inhuman attributes such as pointed ears are accepted. The term

sexualization in this essay refers to the design of the character and the intentions of the game

developers. A sexualized character is one that has been designed to be sexy and attractive, and might have very revealing clothes or many instances of partial or complete nudity in the game.

A non-sexualized character is one that is designed to be much like any person that can be

found out in public today, with ordinary clothes such as a shirt and jeans and little or no

nudity. So for example, the first game features a non-sexualized female character in a hybrid

game, which is a genre that includes many different gaming mechanics. To match this, the

protagonist of the next game is a male non-sexualized character, and the game is of the same

genre. The game which is selected after these two will have sexualized main characters, but

the genre might be different. To sum up, this is done to ensure that the data included equal

amounts of male and female characters, as well as characters of varying sexualization.

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The actual reviews have not been selected. Once the games were selected, female reviewers of the game were collected first, as they are harder to find. Where possible, the real name of the authors will be included in this essay. However there are some reviews written by some whose real name could not be found, but profiles, webpage names or context indicated the author’s gender. Reviews written by males have then been collected to match the number of female reviewers. The levels of seriousness of the reviews or the professionalism of the websites are irrelevant, but reviews from websites such as Pricerunner or Amazon have been excluded, as they are typically only a few sentences long. The reviews are selected by order in the search, so the reviews shown first have been selected. Some reviews have been

overlooked if the author has already been included in this essay three times. Other than that, the length and tone of the reviews have not been considered to ensure varying opinions and writing styles.

3.2. Method of Data Analysis

The gender theories are applied to the reviews first. Simply put, they are read and any occurrence of any particular theory is noted. They are then compared to see if any pattern emerges.

The linguistic differences have been examined in the same way. The difference of subjects

that came up in previous research has been applied to these texts, and noted if any such

difference occurs. Then the word-classes are examined and sentence length counted. For

simplicity, a web based word-class calculator named CLAWS is used to assess the number of

times different word-classes are used in a particular review. A word counter from Scriptmania

and a sentence length counter designed by Blue Centauri Consulting are used to quickly

assess the differences in the reviews. This method might mean that the results are not fully

accurate. However it might point to general tendencies among the authors of the reviews.

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9 4. Data Analysis and Results

4.1.1 Beyond Good and Evil

“Beyond Good and Evil” is a hybrid game which includes game mechanics of several genres, such as puzzles and racing. The main character is female, roughly 20 years old and non- sexualized. She wears loose-fitting trousers, a shirt and a vest.

The female reviewers of this game all tend to focus on the appearance of the main character.

They use phrases such as “sexy; not because of her looks but because of her actions” (Dianna, 2011: para. 7), and “beautifully styled” (Schuncken, n.d.: para. 5). There are a few

occurrences of marked language, such as “heroine” (Simpson, n.d.: para. 9) and “female character” (Schuncken: n.d.: para. 7), the latter being used multiple times in one review. The adjectives used to describe the main character are “smart, brave, clever, maternal” (Dianna, 2011: para. 7), “determined”, “strong”, “intellectual, brave and normal looking” (Schuncken, n.d.: para. 7) and “righteous, smart, witty and cute” (Simpson, n.d.: para. 1). Finally, there is little non-parallel treatment, such as “poster-girl” (Vincent, 2011: para. 3) and “girl”

(Schuncken, n.d.: para. 7).

The male reviewers on the other hand hardly mention appearance. One describes the character as “gorgeous, and not in an obvious, Lara Croft way” (Ivey, 2004: para. 2). There are a few uses of marked language, such as “heroine” (Narcisse, 2011: para. 5), “adventurous female”

(R.M., 2011: para. 2) and “female protagonist” (Whitehead, 2011: para. 14). However, an equal amount of reviewers referred to her as “character”. The adjectives used are “maternal, ethnically ambiguous and not a tart” (Narcisse, 2011: para. 5) and “green-eyed, green-clad”

(Kolan, 2011: para. 3), only “maternal” sets the character apart from a male. The male

reviewers also describe the character by occupation, referring to her as “photojournalist and

orphanage-operator” (Kolan, 2011: para. 3) before mentioning her gender.

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“Darksiders” stars a non-sexualized male character in a hybrid game. The character’s age is unknown. The character wears a huge set of armor.

The female reviewers mention physical appearance, such as “large muscle-enlightened men [sic]” (Lenae, 2010: 1) and “isn’t decent looking” (geek-woman, 2010: para. 3). The only adjectives used to describe the character, “clunky plodding bulk” (geek-woman, 2010: para.

5), are usually not used to describe humans at all. Finally, the character is often described only by occupation, if described at all.

The male reviewers focus a little more on appearance than the female do in this case. The character is described as “chiselled [sic]” (Bramwell, 2010: para. 11), “looks cool” (Price, 2010: 1) and “muscular hooded hero” (Hoggins, 2010: para. 1). The adjectives are “graceful”

(Hoggins, 2010: para. 5), “stoic, smoldering, humorless” (Sterling: 2010: para. 4) and “huge and lumbering” (Sterling, 2010: para. 10). Finally, the character is referred to by occupation only once.

4.1.3. Bayonetta

“Bayonetta”, stars a sexually charged female main character in an action game. The character’s age is unknown, she appears to be between 20 to 40 years old. The character wears a cat suit.

The females focus greatly on appearance, almost every reviewer describe the character with variations of “bodily dimensions are ridiculously inappropriate” (Aeryl, 2011: para. 3), “leggy witch” (Gera, 2010: 1) “ten-star hottie” (DeS, 2010: Lil Miss Librarian section, para. 1) and

“hottest witch” (TurtleGirl, 2010: para. 1). There are some instances of marked language,

such as “heroine” (DeS, 2010: The Con List section, para. 1; Kondolojy). The adjectives are

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“eye candy” (Gera, 2010: 1), “sassy, sensual, sexual” (TurtleGirl, 2010: para. 1), “quick witted” (TurtleGirl, 2010: para. 15), and “intelligent, sharp tongued, highly skilled and self reliant” (Jess, 2010: para. 8). The adjective “eye candy” can be said to be somewhat derivative, as it is described as “attractive to look at, but is not serious or important”

(Longman, 2009:604). To sum up, there is only one example on non-parallel treatment, she is referred to as a “girl” (Gera, 2010: 1).

The male reviewers focus just as much on appearance as the female, with descriptions such as

“bizarrely buxom” (Gorog, 2010: para. 2), “beautiful witch” (Clements, 2010: 1) and “ninja Barbie physique and secretary-cum-sex-worker attire” (Parkin, 2009: para. 3). There are quite a few occurrences of marked language, but every time the word “heroine” (Clements, 2010: 1;

Greeno, 2010: para. 2) or in one case “anti-heroine” (Parkin, 2009: para. 3) is used. The adjectives are quite diverse in this case, “tall and sexy” (Pantazis, 2010: para. 15), “capable, competent and diverse” (Dutka & Katayev, 2010: para. 4), “powerful, calm and confident”

(Clements, 2010: 1) and “sexy, provocative and deadly” (Greeno, 2010: para. 12). While most of them highlight the character’s sexuality, they also praise the character’s mental attributes.

There is some non-parallel treatment in the word “chick” (Gorog, 2010: para. 2; Whiteface, 2010: para. 2).

4.1.4. Devil May Cry 3

“Devil May Cry 3”, features a sexualized male character in an action game. The characters exact age is unknown, but he is referred to as a teenager. The character wears a long coat without a shirt beneath.

The females focus somewhat on the appearance, by writing things such as “no ladies, he doesn’t wear a shirt under his signature red trench coat” (Dyer, 2005: para. 16) and “he is hot”

(Molnár, 2008: para. 2). Adjectives include “cocky yet charming”, “silver-haired”, “cocky”,

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“boyish” (Dyer, 2005: para. 16), “stylish, cocky and really funny” (Molnár, 2008: para. 2).

There is one instance of non-parallel treatment where the character is called “kid” (Dyer, 2005: para. 16).

The male reviewers do not focus at all on appearance, barely mentioning it at all. Adjectives include “white-haired badass” (Dunham, 2005: 1), ”irreverent, inhumanly strong” (Kasavin, 2005: 1), “silver-haired” (Kasavin, 2005: 3) and “cocky” (Lopez, 2005: 1).

4.1.5. The Longest Journey

“The Longest Journey”, stars a non-sexualized female main character in an adventure game.

The character is 18 years old. The character wears casual clothing, like a shirt and jeans.

The female reviewers do not focus on appearance at all, with the exception of one reviewer who calls the character “pretty” (Scots, 2005: Story section para. 2). The marked word

“heroine” is used by many reviewers (Lora, n.d.: para 1; Scots, 2005: para. 1; Becky, 2004:

para. 4). There is only one adjective apart from the previously mentioned “pretty”, and that is modifying a noun, “an average girl’s shoulders” (Donna, 2006: para. 4). There is however a lot of non-parallel treatment, half of the reviewers refer to the character by “girl” (Jen, 2000:

para. 3; Donna, 2006: para. 4; PinkyToe, n.d.: para. 1).

The male reviewers barely mention the character in their reviews. There is only one that does, and he describes the character with “April Ryan is one of the strongest, most well-written, and most likeable heroines” (Molloy, 2000: para. 5). This features a positive adjective and marked language.

4.1.6. Indigo Prophecy / Fahrenheit

“Indigo Prophecy” in USA or “Fahrenheit” in Europe (released in different names as the

version in USA had censored sexual content) features a non-sexualized male character in an

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adventure game. The character is roughly 40 years old. The character wears normal shirts and trousers.

The female reviewers do not focus at all on appearance. The only ways they describe the character is by adjectives such as “average” (Boyes, 2009: para. 2) and “seemingly normal”

(Patricia, 2010: para. 3).

The male reviewers have one reviewer mentioning appearance, “handsome but worn”

(Navarro, 2005: 1). Other than that they do not use any adjectives and only refer to the character by name and occupation.

4.1.7. The 3

rd

“The 3

Birthday

rd

The female reviewers do not focus on the appearance of the character as such, but rather the focus of the game on the character’s appearance, with such expressions as “her character has been completely stripped not only of clothes” (Gudmundson, 2011: para. 9), “submissive sex object” (Petit, 2011: 1) and “is running on the screen practically naked” (Wallace, 2011: Get Your Adrenaline Pumping section para. 2). However, the reviewers tend to introduce her with occupation rather than appearance. There is marked language, most notably “heroine” (Meli, 2011: para. 3; Petit, 2011: 1). The adjectives are “lithe, blonde” (Meli, 2011: para. 3),

“mindless” (Gudmundson, 2011: para. 9), “striking”, “overly demure and weak” and

“annoying” (Petit, 2011: 2).

Birthday”, features a female main character (who is presented as non-sexualized, but the game reviews prove otherwise) in a horror game. The character is roughly 40 years old.

The character wears a shirt and jeans.

The male reviewers respond to the appearance of the character much in the same way as the

female reviewers, with the exception for two reviewers. One of them finds the tearing clothes

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a positive addition to the game (Lachel, 2011: 2) and the other one repeats that “Aya Brea is pretty” (KevinS, 2011: para.1) several times in his review. The majority seems as annoyed by it as the female reviewers, by statements like “pure voyeurism” (Parish, 2011: 1) and “a pretty body with nothing inside” (Agnello, 2011: para. 5). Only one reviewer uses marked language,

“heroine” (Parish, 2011: 1). The other reviewers refer to her by occupation. Adjectives include “troubled” (Lachel, 2011: 1), “timid” (Lachel, 2011: 2), and previously mentioned

“pretty” (KevinS, 2011: para. 1).

4.1.8. Silent Hill 2

“Silent Hill 2”, features a non-sexualized male character in a horror game. The character is around 30 years old. The character wears a jacket and jeans.

The female reviewers do not mention the appearance of the character at all. Most of the reviewers introduce the character by name alone, or name and occupation. There are only two reviewers that include any kind of description, “random everyman” (Flying Omelette, n.d.:

para. 5) and “bumbling middle-aged man” (Amy, 2002: para. 1).

The male reviewers do not mention the appearance of the character either. Like the female reviewers, few reviewers describe the character at all. They use descriptions such as “a regular guy” (Ferris, 2010: para. 3), “emotional train wreck” (Ferris, 2010: para. 4) and “a normal person” (Sean, 2011: para. 5).

4.1.9. Heavenly Sword

“Heavenly Sword” features a questionably sexualized female character in an action game. The

age of the character is unknown, though she appears to be roughly 20 to 25 years old. The

character wears a tattered formal dress.

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Some of the female reviewers focus on the appearance of the character, using such terms as “a typical sexy heroine” (Sarah, 2011: para. 3) and “crimson haired beauty” (Whitelaw, n.d.:

para. 6). There is some marked language, such as “heroine” which almost every reviewer uses, and “goddess” (Arendt, 2007: para. 2; Cherith, 2009: para. 1). The adjectives include “red- haired” (Montoro, n.d.: 1), “awesome” (Dorsey, 2009: para. 5), “strong” (Dorsey, 2009: para.

8), “determined” (Sarah, 2011: para. 3), “kind” (Sarah, 2011: para. 3) and “stylish, brooding”

(Whitelaw, n.d.: para. 3).

The male reviewers focus more on appearance than the females do, describing the character with “beautiful” (Thomas, 2007: para. 9), “sexy […] but she’s not anatomically imbalanced”

(Miller P.J., 2010: para. 17) and “beautiful woman” (Mabushii, 2008: para. 4). Half of the reviewers use marked language, such as “heroine” (Thomas, 2007: para. 7; Miller P.J, 2010:

para. 17) and “female protagonist” (Miller P.J., 2010: para. 2). Apart from ‘beautiful’, the adjectives that are used are “compassionate” (Thomas, 2007: para. 9), “charismatic and stoic”

(Freeman, 2007: para. 7) and “sultry” (Miller P.J., 2010: para. 2).

4.1.10. God of War

“God of War” features a somewhat sexualized male character in an action game. The

character’s age is unknown, he appears to be roughly 35 to 50 years old. The character wears something similar to a skirt.

The female reviewers do not focus at all on appearance. They describe him only by his occupation, such as “Spartan warrior” (Brookes, 2009: para. 3; MacDonald, n.d.: para. 1) and

“Greek warrior” (English, 2005: para. 3). The adjectives used include “driven and sadistic”

(English, 2005: para. 4) “powerful” (MacDonald, n.d.: para. 1), “brutal, viscous” (Stella,

2005: para. 2) and “tragic” (Stella, 2005: para. 3.

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The male reviewers do not refer to the character by appearance either, instead describing the character as a “Spartan bloke” (Padilla, 2011: 1), “Spartas [sic] greatest Captain” (Josh, 2011:

para. 2), “Spartan general” (Levine, 2005: para. 1) and “Spartan warrior” (Palisano, n.d.: para.

2). The adjectives the males use to describe the character include “brutally efficient” (Padilla, 2011: 1), “merciless” (Levine, 2005: para. 1), “blood-thirsty” (Levine, 2005: para. 3),

“fearsome” (Palisano, n.d.: para. 2), “entertaining” (Palisano, n.d., para. 8) and “dark and sadistic” (Palisano, n.d.: para. 8).

4.1.11. Tomb Raider: Underworld

“Tomb Raider: Underworld” includes a sexualized female character in an action game. The character was born in 1967 (Lara Croft, 2011: Prior Biography section, para. 1) The default outfit is a tank top and mini shorts.

The female reviewers focus on appearance in this case, describing the character with “big- titted b****” (Gibson, 2008: para. 1), “the locations are stunning, and so’s Lara” (Gibson, 2008: para. 18), “she’s still got a backside you won’t mind watching” (Glasser, 2008: para.

11) and “Lara is looking better than ever” (Tomb Raider, 2008: para. 1). Some of the

adjectives used are “stupid” (Gibson, 2008: para. 1), “graceful and acrobatic” (Gibson, 2008:

para. 9), “curvy, lifelike and smooth” (Tomb Raider, 2008: para. 1). The positive ones only refer to appearance, whereas the negative one refers to her intelligence.

The male reviewers also focus on appearance, writing things such as “too disproportionate and cartoony” (Suttner, 2008: para. 5), “Lara has never looked or moved better” (Boxer, 2008: para. 2) and “buxom bombshell” (Eddy, 2008: 1). There is some marked language, two reviewers use the marked form “heroine” (Haynes, 2008: para. 1; Suttner, 2008: para. 2).

There is only one adjective used, “lovely” (DeVries, 2008: para. 2). Finally, there is one

occurrence of non-parallel treatment, a reviewer refers to her as “girl” (Eddy, 2008: 2).

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17 4.1.12. Uncharted: Drake’s Fortune

“Uncharted: Drake’s Fortune” features a sexualized male character in an action game. The character is in his mid-thirties. The character wears pants and a half-open shirt.

Only one female reviewer refers to the character’s appearance, “ruggedly handsome guy”

(Perkins, n.d.: para. 2). The adjectives used to describe the character include “amusing”

(geek-woman, 2008: para. 9), “regular” (geek-woman, 2008: para. 9), “funny adventurous”

(geek-woman, 2008: para. 9) and “loveable” (Perkins, n.d.: para. 2).

In this case, the male reviewers focus more on appearance than the female do, referring to the character with expressions like “isn’t a particularly flashy-looking character” (Davis, 2007:

para. 4), “everyman look” (McGarvey, 2007: 2), “good-looking, well-muscled” (Fair, 2007:

para. 4). Some of the other adjectives used to describe the character include “worldly” (Miller, 2007: 1), “independent” (Davis, 2007: para. 2), “likeable and sympathetic” (McGarvey, 2007:

2) and “gallant” (Fair, 2007: para. 6).

4.2. Gender Analysis Summary

For increased simplicity, the concepts that have been analyzed in the gender analysis have been grouped together and will here be shown in tables. Note that the table showing focus on personality and appearance does not show whether the opinions about personality or

appearance of the character are positive or negative, it only shows which is most focused on.

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18 0

2 4 6 8 10 12 14 16 18

Female reviewers with

focus on appearance

Male reviewers with

focus on appearance

Female reviewers with

focus on personality

Male reviewers with

focus on personality

Non-sexualized male characters

Non-sexualized female characters

Sexualized male characters Sexualized female characters

0 2 4 6 8 10 12

Marked language - non-sexualized female characters

Marked language - sexualized female characters

Marked language - non-sexualized male characters

Marked language - sexualized male

characters

Female Reviewers

Male reviewers

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19 4.3. Technical Linguistic Theories

All reviews will be analyzed grouped together by gender for simplicity and to provide an easier overview of the results.

The female reviewers have an average word count of 1176 words, and the average sentence length is 19,86 words. Personal pronouns take up an average of 9% of the texts, demonstrative pronouns 1.4%, determiners 9.4%, verbs 17.5%, prepositions 10.8% and quantifiers 1.4%.

10% of the female reviewers use some kind of swear word in their review (censored or not), and 94.4% included themselves as well as the reader in the text. The three topics that are included the most in reviews written by females are plot (65%), graphics (39%) and combat (35%). Finally, there is an average of 2.1 post-head noun modifications.

The male reviewers have an average word count of 1487 words, and the average sentence length is 21.33 words. Personal pronouns take up an average of 8%, demonstrative pronouns 1.1%, determiners 10%, verbs 16%, prepositions 11% and quantifiers 1.5%. 7% of the male reviewers use some kind of swear word, and 96% include themselves as well as the reader in

0 1 2 3 4 5 6

Non-parallel treatment - non- sexualized female

characters

Non-parallel treatment - sexualized female

characters

Non-parallel treatment - non-

sexualized male characters

Non-parallel treatment - sexualized male

characters

Female Reviewers

Male Reviewers

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20

the text. The three topics that are included the most in reviews written by males are plot (72%), combat (54%) and graphics (35%). Finally, there is an average of 2.2 post-head noun modifications.

4.4. Results

All in all, both male and female reviewers show similar tendencies when it comes to focusing on the appearance of non-sexualized characters of both genders in games such as “Beyond Good and Evil” and “Silent Hill 2”, which has nothing in common other than the presentation of the main character. Interestingly, the female reviewers tend to focus more on the

appearance of female characters, and male reviewers on male characters. This shows that while the reviewers in this case rarely wrote disapprovingly of intellect, they wrote mostly about the appearance of the characters. (Moore, 2003:1). Both genders use marked language to an extent, the females tend to use the marked form somewhat more than male reviewers.

Only feminine forms are marked, such as “heroine” or “female protagonist”. This could suggest that most reviewers find the ‘standard’ protagonist male, and feel a need to mark a female as an exception from the norm (Tolmach Lakoff: 2000:44). Very few characters were

0 2 4 6 8 10 12 14 16 18 20

Female Reviewers

Male Reviewers

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21

described negatively, and no characters were assigned a negative quality by using an adjective that carries a value of the opposite gender (Romaine, 1999:32). The female characters are at times assigned positive adjectives that only correspond to their appearance, while negative adjectives are assigned to other characteristics. Non-parallel language was only used to describe female characters as ‘girls’. Despite the achievements of the female characters, they were not given the adult label ‘woman’ (Goddard, Patterson, 2000:75). Only female reviewers use non-parallel language to describe non-sexualized female characters. Both male and female reviewers describe male and female characters with their occupation, where it is relevant to the plot or characteristics, or where there is little else to describe the character.

When it comes to sexualized characters in games such as “Tomb Raider: Underworld” and

“Devil May Cry 3”, male reviewers focused more on the appearance of female characters than female reviewers. As for male sexualized characters, the results are mixed. The female

reviewers focus on the appearance of the main character in “Devil May Cry 3“ while the male

reviewers do not. Neither gender focuses on the appearance of the sexualized male character

in ”God of War”. The sexualized male character in “Uncharted: Drake’s Fortune” has more

male reviewers focusing on appearance than female reviewers. The female characters are

given positive descriptions of appearance, and occasionally negative about their intellect. The

male characters are given positive comments about their appearance, but their intellect is

rarely commented on in connection to this (Moore, 2003:1). Marked language is only used to

mark female form of words, such as “goddess” (Tolmach Lakoff: 2000:44). Both genders use

marked language to an equal extent when it comes to sexualized characters. When it comes to

adjectives, the results are once again mixed. Female characters are mostly given positive

adjectives, though they are sexualized or only used in connection with their appearance. Both

genders use the adjectives in the same way in this case. The male characters are given neutral

or slightly negative ones that correspond to their behavior or characteristics (Romaine,

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22

1999:32). Finally, both genders use non-parallel language such as referring to an adult character as “kid” or “girl”, though in this case it is mostly used in connection with female characters (Goddard, Patterson, 2000:75).

The technical linguistic features seem mostly consistent with the results of previous research.

Female reviewers use more pronouns and verbs in their texts, while male reviewers use more demonstrative pronouns, determiners, prepositions and quantifiers (Shlomo Argamon et al., 2003:323). Male reviewers use more post-head noun modifications (Shlomo Argamon et al., 2003:334). Another result that corresponded to the previous results is that while both genders wrote of plot and combat, the female reviewers appear to prefer to write about

characterization and their personal opinions, where males write of technical features and design (Newman, Groom, Handelman, Pennebaker, 2008:229). However, the results of this essay differed from the results of previous research on some points. The overall length of the reviews, as well as the sentence length, is much greater in male writing than in female (Newman, Groom, Handelman, Pennebaker, 2008:223). Both genders, rather than just the female reviewers, also show personalization by including themselves as well as the reader in their texts, but in this case a slightly higher percentage of the male writers wrote inclusively than the female writers do (Shlomo Argamon et al., 2003:332). Other results that differ from the previous research is that in this case, the female reviewers swear more than the male as well as use more demonstrative pronouns (Newman, Groom, Handelman, Pennebaker, 2008:229).

5. Conclusion

In conclusion, there are differences in the writing in game reviews between the genders, but it

is only clearly visible in the technical aspects of the writing. Unless a reviewer clearly states

their gender in the text, there is no way to judge the gender of the writer based on the usage of

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23

sexist language alone. Both genders are prone to focus on the ‘sexiness’ of a female character, when it came to male characters the focus on ‘sexiness’ was only apparent in one game,

“Devil May Cry 3”. However, this could possibly be due to the lack of intentionally ‘sexy’

male characters in the gaming industry. Few, if any male characters are designed to be sexually provocative, and any reviewer that finds the character to be so would likely not include this opinion in the review. This seems to be the general approach in game reviews regardless of the gender of the writer, as few of the reviews analyzed in this essay have explicitly stated any personal attraction to the character, opting instead to simply highlight the appearance of the character. On the other hand, technical aspects of the text show clear

tendencies to follow what previous research has established is a ‘female’ and ‘male’ way of writing, with certain exceptions. However, this can arguably be because of the nature of the texts themselves rather than any tendencies on part of the writers. The inclusive aspect of the texts could be simply because the subject of the writing is subjective rather than objective. A game reviewer has no need to be completely distant from the subject, and the inclusion of personal emotions and opinions is arguably the norm rather than the exception.

To summarize, there are technical differences between the writing of the genders, but few differences in the use of sexist language. This essay has focused mainly on reviewers’

opinions about characters and the gender of characters. It has been a rather small collection of games in this study, a suggestion for future study would be to use a larger selection of games, and possibly include games that do not feature human characters or even characters at all.

Another suggestion would be to include other technical linguistic concepts in order to

examine if there are differences there, for example which gender seems to use a more formal use of language. It would also be interesting to study differences in writing when it comes to game with both adult and child characters of both genders.

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Appendix

References

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