Nintendo at E3: More Gender inclusion (Is that a female Link!?)

Nintendo’s digital event went live this morning, and they showed off an array of games including the first footage of the upcoming Zelda game, Smash Brothers, and Yoshi title.

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As we discussed during last year’s E3, Nintendo has really been upping the amount of female protagonists in their recent titles. They are continuing this trend this year by announcing several games with playable protagonists who are female.

-Hyrule Warriors currently features 3 of 4 female characters as protagonists, including Impa, Midna, and Zelda.

-More female characters in Smash brothers than ever before, including new entries such as Palutena, Wii-Fit Trainer, and a female villager.

ZVO

However, the biggest news seems to be coming out of one of Nintendo’s biggest franchise: The Legend of Zelda. While unconfirmed, it seems as though we may be a Link whose gender is up for customization. I…can’t tell. Link has a ponytail and is certainly looking a lot more feminine than in previous entries. It could honestly go either way: is Link becoming more androgynous, or can you change the character’s gender? With the news of the gaming being more open world, it’s not unlikely that Link will be more changeable than ever before. Guess we’ll find out as more details about the game come out.

 

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Club Nintendo Rewards: Why We Care

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Today Club Nintendo released their 2012-2013 year prize list for members who had registered enough Nintendo products to make their way into their gold and elite membership statuses. Platinum and Gold members get to choose one free gift, as a thank you from the big N. This is of course in addition to the prizes members can redeem year round for “coins” earned by registering products.

This rewards program got me thinking, as it’s quite the ingenious program that Nintendo has created. Essentially Nintendo is giving incentives beyond the games themselves for purchasing their products and often times these rewards come in the way of free p. Why do so many gamers care about these types of rewards program? Is it just for the free swag, or is there more at work?

Personal bias upfront: I think the Club Nintendo rewards program is awesome. I already buy a lot of Nintendo games because I generally enjoy most of their games, so being further rewarded for registering games I already own is a nice addition. Plus, their rewards are generally pretty nice. About a year ago I used some of my built up coins to get their 3-set of 25th anniversary posters for the Legend of Zelda, and they’ve made amazing additions to my apartment. In fact, I even framed one of them.

 

 

Why do we care?

Yes, it’s partly because of the free merchandise. Ok, mostly. But let’s look at Club Nintendo from a more sociological perspective, mainly because I’m bored and killing time.

Club Nintendo is great example of Social Exchange theory. Economist and psychologist probably can express it better, but essentially SET says that society is a series of social interactions in which people determine their outcome by rewards gained vs. negatives lost. Basically laid out, the thought process behind most interactions can be shown by this equation.

Interaction/Behavior/Act = The Positives or Benefits of the act – The negatives or costs of the act.

GLABIDYGLOOOK, I know. When applied to Club Nintendo it goes something like this: Registering a Product in Club Nintendo = Free rewards from Nintendo – The time and effort it took to register the product. If someone deems there to be more positive outcome from registering a product with Nintendo, then they’ll most likely do that action. So if someone can’t stand to take the 5 minutes to fill out a Nintendo survey, then the free rewards that Nintendo is offering aren’t worth the social act.

This all sounds like common sense, so why am I even taking the time to spell it out? I don’t know. But the theory also goes on to hypothesize that it’s social acceptance and acknowledgement that makes people deem something positive or negative. Like gamer scores or PSN trophies, registering Nintendo games on Club Nintendo is acknowledgement of a task; a badge of honor if you will. Thus gamers are seeking acknowledgement from the Big N in someway when they register their products. Neat O.

What does this say about us gamers?

We like being acknowledged, either by our peers or our developers. Hey, that’s not too bad. Being acknowledge is nice after all, and when companies acknowledge their fanbase it makes for better games. Then again, maybe systems like Club Nintendo are merely way to appease rather than acknowledge, but that’s not for me to decide.

In the end, I just wanted to talk about Club Nintendo. I’m pretty excited for these 2013 rewards. I got the three poster set, and they’re looking to be pretty snazzy. So…Thanks for the indulgence.

 

Can Video Games Teach Young Girls To Be Rich?

Can Video Games Teach Young Girls To Be Rich?

http://www.forbes.com/sites/jordanshapiro/2013/05/09/can-video-games-teach-our-daughters-to-be-rich/

These two articles came out in the last few days, and they examine how children’s gaming is gendered, and ask the question “what are games teaching or not teaching our daughters”. The authors ask how video games can be used to teach young girls the attributes and qualities that young women often lack (like the drive to be the financial breadwinner) that young men seemingly gain. They evaluate video games as tools of socialization that are instilling these qualities in boys, and not girls.

Super Princess Peach teaches young girls to save the day by using their emotions.

Media at large paints women as the damsel in distress much more often than as a strong female lead, and video games are no different. The princess role is as old as writing itself, and characters like Peach and Zelda are certainly only modern interpretation. Even though we’ve seen Peach take the reigns in games like Super Princess Peach, Super Paper Mario, and every Mario Sports title ever (SHE CHEATS IN MARIO STRIKERS. YOU KNOW IT. I KNOW IT), lead female roles in video games are still rare.  Certain franchises have been more progressive than others, enabling players to choose between genders (See Mass Effect, Pokemon, etc) but the majority of story driven games are often centered around males; there’s some, but not too many. Likewise, games with female main characters tend to have their protagonist silent (see Metroid, Portal 2)

Final Fantasy XIII Prominently features Lightning as the main character…A lot of male gamers..didn’t like her (Then again they hated everyone in the game)

But is their hypothesis true? Can video games be used to make young girls more ambitious? Certainly. Why not. Hey, ok. Video games are inevitably a tool of socialization in today’s world; young boys and girls are learning lessons and characters from their on screen personas ( I learned how to be a battle toad from Battle Toads). Thus, it’s important that young girls have strong role models in their games, rather than merely pushing gender roles upon our young.  Likewise, it’s up to us to monitor and know about the games our kids our playing and to choose games and stories that reflect the ideas and attributes we want to instill in our kids.

Some awesome games with strong female characters:

  • Beyond Good and Evil
  • Mirror’s Edge
  • Tomb Raider (Eh)
  • Portal 2
  • Metroid Prime Triology

Please comment or share your thoughts, favorite games with female leads, or anything!