{"id":5419,"date":"2015-04-01T15:19:29","date_gmt":"2015-04-01T15:19:29","guid":{"rendered":"https:\/\/blogs.lib.uconn.edu\/archives\/?p=5419"},"modified":"2015-04-01T15:19:29","modified_gmt":"2015-04-01T15:19:29","slug":"man-woman-machine-gender-automation-and-created-beings-an-examination-of-early-x-rated-video-games","status":"publish","type":"post","link":"https:\/\/blogs.lib.uconn.edu\/archives\/2015\/04\/01\/man-woman-machine-gender-automation-and-created-beings-an-examination-of-early-x-rated-video-games\/","title":{"rendered":"Man, Woman, Machine:  Gender, Automation, and Created Beings &#8211; An Examination of Early X-Rated Video Games"},"content":{"rendered":"<p>The issue of sexism in video games may seem like a modern one, especially in light of events like the recent GamerGate controversy. Although discussions about violence and sexism in video games are still extraordinarily relevant in the present day, they actually have a history dating back to 1980s digital culture. \u00a0In the early 1980s, when video game production was on the rise, these discussions introduced\u00a0new ethical questions about technological representations.<\/p>\n<p><a href=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeProtest.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-medium wp-image-5420\" src=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeProtest-300x190.jpg\" alt=\"CustersRevengeProtest\" width=\"300\" height=\"190\" srcset=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeProtest-300x190.jpg 300w, https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeProtest.jpg 335w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a>I recently looked through feminist alternative press publications like <em>Off Our Backs <\/em>and <em>New Women\u2019s Times. <\/em>These periodicals discuss the 1982 release of a video game called <em>Custer\u2019s Revenge, <\/em>designed for the Atari 2600 video game console by American Multiple Industries (AMI). The goal of the game is to maneuver a naked and erect General Custer across the desert, arrows flying, toward a red-skinned, dark-haired Native American woman tied to a cactus. After he reaches the woman, he rapes her as his revenge and reward\u2014as the tagline of the game notes, \u201cyou score, when you score.\u201d In the 1980s, video game producers like Playaround and AMI started to churn out many x-rated video games, including \u201cBeat \u2018em and Eat \u2018em,\u201d \u201cHarem,\u201d and \u201cBachelor Party.\u201d The latter game features eight naked women and one man, where the object of the game is to maneuver the man to each of the eight women, scoring a point after each \u201cvictory\u201d and causing the female figure to physically disappear from the screen after the conquest. These games were produced in response to a growing demand for pornographic games, which were expected to gross more than $1 billion annually on the adult market. Although sale of the game was restricted to minors, this did not preclude younger gamers from being exposed to it. Atari even filed a lawsuit against AMI because of the negative attention and association drawn between the system and <em>Custer\u2019s Revenge<\/em>.<img loading=\"lazy\" decoding=\"async\" class=\"alignright wp-image-5421\" src=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeCover-150x150.jpg\" alt=\"CustersRevengeCover\" width=\"150\" height=\"150\" \/><img loading=\"lazy\" decoding=\"async\" class=\"alignright wp-image-5423 size-thumbnail\" src=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CustersRevengeCover2-150x132.jpg\" alt=\"CustersRevengeCover2\" width=\"150\" height=\"132\" \/><\/p>\n<p>The first game of its kind to be released, <em>Custer\u2019s Revenge<\/em> received significant attention in the press. Moreover, the game\u2019s fusion of sexist and racist content created uproar in the activist community. Members of organizations like the New York Chapter of the National\u00a0Organization for Women (NOW), Women Against Pornography (WAP), and the American Indian Community House (AICH) organized an October 1983 protest against the inclusion of racism, sexual exploitation, pornography, and profiteering in video games with the hope of pulling pornographic games from store shelves. Denise Fuge, then-president of NY NOW, reflected upon how sexist video games push teenage boys closer to our culture\u2019s acceptance of recreational violence against women. In response, representatives from AMI stated that the game is simply harmless fun depicting \u201can act of two consenting adults\u201d and therefore could not be construed as enacting violence on women.<\/p>\n<p><a href=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CusterPicT.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-thumbnail wp-image-5431\" src=\"https:\/\/blogs.lib.uconn.edu\/archives\/files\/2015\/04\/CusterPicT-150x150.jpg\" alt=\"CusterPicT\" width=\"150\" height=\"150\" \/><\/a><em>Custer\u2019s Revenge <\/em>was ultimately pulled from the market. The release of inappropriate video games presented\u00a0new ethical questions about technological representations, the most important of which I will refer to as \u201cmoral slippage.\u201d Both in the era of these early pornographic games and in the current day, many debates focus on the extent to which fictional representations like video games can influence real-life behavior. Copycat behavior and replication of violent acts that are depicted in films, music, and games are not uncommon in violent crimes\u2014after all, there is no value-free pop culture. This is not to say that all individuals who play violent games are themselves violent or sexist, but young populations in particular are vulnerable to accepting and adopting problematic views. <em>Custer\u2019s Revenge, <\/em>for example, was not simply a game or harmless fun, but rather promoted rape culture and racism.<\/p>\n<p>Although modern games are not as overt as <em>Custer\u2019s Revenge, <\/em>they still incorporate troubling sexual content and depictions of violence. Despite its incredibly loaded content, the pixelated simplicity of <em>Custer\u2019s Revenge <\/em>allowed many to brush it off as harmless in its time. Simulation and interactivity have always been integral aspects of gaming. Technology has greatly advanced since the days of early gaming, however, resulting in modern games that contain more graphic and realistic content. This heightened realism intensifies the debate about sexist and violent video games in the modern day because it further blurs the boundary separating gamer, game interface, and reality.<\/p>\n<p><em style=\"color: #373737\">Intern Giorgina Paiella is an undergraduate student majoring in English and minoring in philosophy and women\u2019s, gender, and sexuality studies. In her new blog series, \u201cMan, Woman, Machine: Gender, Automation, and Created Beings,\u201d she explores treatments of created and automated beings in historical texts and archival materials from Archives and Special Collections.<\/em><\/p>\n<!-- AddThis Advanced Settings generic via filter on the_content --><!-- AddThis Share Buttons generic via filter on the_content -->","protected":false},"excerpt":{"rendered":"<p>The issue of sexism in video games may seem like a modern one, especially in light of events like the recent GamerGate controversy. Although discussions about violence and sexism in video games are still extraordinarily relevant in the present day, &hellip; <a href=\"https:\/\/blogs.lib.uconn.edu\/archives\/2015\/04\/01\/man-woman-machine-gender-automation-and-created-beings-an-examination-of-early-x-rated-video-games\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><!-- AddThis Advanced Settings generic via filter on get_the_excerpt --><!-- AddThis Share Buttons generic via filter on get_the_excerpt --><\/p>\n","protected":false},"author":48,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"footnotes":""},"categories":[251,9],"tags":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p9NKyO-1pp","_links":{"self":[{"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/posts\/5419"}],"collection":[{"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/users\/48"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/comments?post=5419"}],"version-history":[{"count":5,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/posts\/5419\/revisions"}],"predecessor-version":[{"id":5433,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/posts\/5419\/revisions\/5433"}],"wp:attachment":[{"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/media?parent=5419"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/categories?post=5419"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.lib.uconn.edu\/archives\/wp-json\/wp\/v2\/tags?post=5419"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}