In the sixth video of the Feminist Frequency Tropes Vs. Women in Video Games series, Anita Sarkeesian expands upon the ideas from her last video — «Woman
as Background Decoration» — and remarks on how female bodies are often seen both as sexual objects and as victims of male violence.
It could have just been
as background decoration.
Welcome to the second part of our mini-series examining the Women
as Background Decoration trope in video games.
The Women
as Background Decoration trope which is the subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds.
I define the Women
as Background Decoration trope as: The subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds.
Well, the pattern of utilizing women
as background decoration works to reinforce the myth that women are naturally fated to be objectified, vulnerable, and perpetually victimized by male violence.
Please join me for our next video in which we will continue our discussion of the Women
as Background Decoration trope by examining the growing trend of exploiting sexual violence as a plot device in game narratives.
Indeed nothing about the design, behaviors or mechanics associated with female characters that serve
as background decoration encourages or engenders any sort of human empathy.
I define the Women
as Background Decoration trope in video games as: The subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds.
This is the second episode exploring the Women
as Background Decoration trope in video games.
In this episode we explore the Women
as Background Decoration trope which is the subset of largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds.
Just as likely is the film about the vagabond son trying to build a bridge back to his larger - than - life father — the chiseller trophy wife
as background decoration and occasional plot lubricant.
Not exact matches
«Most decorators and designers avoid loud, bright colors,» continues Heyman, «
as [they can] distract from the action in the scene... You don't want
background set
decoration that jumps out of the
background too much.»