This episode of our series on Positive Female Characters focuses on Jade, the protagonist of Ubisoft’s 2003 action-adventure game Beyond Good & Evil. We examine how plot elements, gameplay mechanics and smart dialogue work together to make Jade a relatable protagonist who is defined by her professional talents, her altruistic convictions, and her bonds with friends.
“I appreciate the honor of being included in the TIME 100. It’s gratifying to see Feminist Frequency’s educational media criticism work recognized in this way,” Sarkeesian said of the distinction. “I’m encouraged that our video series on the portrayal of women in video games is starting to have a tangible impact on the gaming industry at large. This honor also highlights the importance of cultural and media criticism in promoting gender equity.”
Feminist Frequency is a not-for-profit, educational organization providing comprehensive analyses of modern media from a critical perspective on societal issues such as race, gender, and sexuality. Creating publicly available and ad-free videos, Feminist Frequency encourages viewers to critically engage with mass media and provides resources for media makers to improve their works of fiction.
The full list and related tributes appear in the April 27 issue of TIME, available on newsstands and tablets on Friday, April 17, and now at time.com/time100.
In the debut episode of our series on Positive Female Characters, we celebrate the Scythian, the protagonist of Capybara Games’ 2011 release Superbrothers: Sword & Sworcery EP. This episode examines how Sword & Sworcery employs widely recognizable action adventure game tropes to make the Scythian’s quest feel like the stuff of video game legend, and how in doing so, it asserts that women can fill the role of the mythic hero as effectively as men can.
I was invited to speak on several panels about feminism and the impacts of online harassment at the 2015 All About Women conference taking place annually at the Sydney Opera House. Here is a video excerpt of my short opening speech on the panel, “How to be a feminist”.
The full panel with Clementine Ford, Roxane Gay, Germaine Greer, Celeste Liddle, and Tara Moss is available here.
I was invited to speak on several panels about feminism and the impacts of online harassment at the 2015 All About Women conference taking place annually at the Sydney Opera House. Here is a video of my speech for the panel entitled, “What I Couldn’t Say.”
The Feminist Frequency team is proud to present our inaugural annual report. The Feminist Frequency 2014 Annual Report features our new mission statement, statement of purpose, media highlights from the year, our social media data summary, along with our audited financial status and plans for the remainder of 2015.
This was a tumultuous year for the games industry as a whole and a challenging year for all of us at Feminist Frequency. We believe that this report underscores the obstacles we faced and highlights all that we’ve accomplished in 2014.
Many women have courageously spoken out about how they experience alienation and harassment in gaming. Despite this fact, too many male gamers still dismiss the issue as “no big deal” and insist that there isn’t really a problem. One of the luxuries of being a member of a privileged group is that the benefits afforded often remain invisible. This blindness allows many men, even well meaning men, to remain blissfully unaware of what roughly half of all gamers experience on a fairly regular basis. With that in mind the following is a checklist of some of the concrete benefits that male gamers automatically receive simply for being male gamers.
Please note: This list is referring primarily to straight men who are not transgender but similar lists could be created for white, straight, cis, or able-bodied privilege and there would certainly be some overlap with the conditions identified in this video.