Showing posts with label feminism in media. Show all posts
Showing posts with label feminism in media. Show all posts

Tuesday, April 27, 2010

The Heroine's Journey: Women and Myth, Technology and Storytelling

Joseph Campbell's Monomyth (seen above, click to enlarge) is an attempt to describe the Hero's Journey present across time and culture in mythology and storytelling.

Since I began writing this blog, I've been trying to find a gender-neutral illustration of this concept and finally, here it is.

In my search I was able to find "female hero's journeys" which are helpful (here & here) but I just couldn't bring myself to write about them and here's why:
While there are some differences between a hero's and a heroine's journey the core of the journey's progress is the same.
Sure, the differences are important to each specific story; but they are just as different from hero to hero as from hero to heroine. A narrative is not male or female, nor is a method of storytelling.

I've talked about this before, and frankly I think it's what I end up talking to people about the most: stories are not inherently gendered, the characters within them have genders. Girls in stories can kick ass and it be enjoyable for men and women to watch and not unnatural to the state of being a girl: fairies can be male or female: and creating a property for boys definitely doesn't mean that a female character will send your audience running for the hills.

I am a Transmedia Producer and have worked for 6 years at Starlight Runner Entertainment; often when approached by people new to the concept of Transmedia Storytelling I find myself answering questions about whether or not Transmedia Storytelling can be applied to girls' properties. This is a little like being asked if spoons can be used for lunch as well as dinner. The answer is a jubilant YES! if your franchise has a story it can tall that story across many platforms.

That story can have a male lead, female lead, be based on reality, be total fiction, be a documentary, be about humans, aliens or meerkats and if it is rich enough in story and setting to tell a few related tales you can have a successful Transmedia Franchise. There are obviously some intervening steps but that's the truth.

The innate barriers to creating franchises, films, games, etc... for women and girls are the same as creating franchises, films, games, etc... for men and boys: a compelling concept, a well-considered narrative, a rich story universe and the means to execute it.

I hear similar gripes from friends and colleagues in the Entertainment Industry (which to me includes video games, toys, online works...) and especially in younger industries like video games where there haven't been amazingly epic franchises built for women, or that really celebrated a more nuanced female character than Lara Croft, there is a perception that because there haven't been any really legendary projects for girls or women, for some reason there can't be.

So here is the take away: there is no greater reason that there shouldn't be more franchises for Girls and Women, ones that have different more interesting stories. The only reason there aren't more girls franchises out there, is because you and I haven't made them yet.

Thursday, October 1, 2009

Femme Den- Marketing to Women, not Stereotypes

In the news this week Femme Den is popping up quite a bit on my radar.

Their website describes the need for their company:
The women’s market is a huge business opportunity, as women buy or influence up to 80% of consumer goods. Yet, the gender dialog is missing from the design world today, probably because there are so few women in the industry to provide a female point-of-view. We are here to fill that gap. Gender needs to be a part of every design project in the same way we consider ergonomics, function, aesthetics, etc. Understanding gender is a new way forward; it is an untapped design tool that can make a difference in design and business.
What they do primarily seems to be actually researching the market and also affecting the design of projects as they actually relate to women's needs, including design based on a woman's physicality and some of their experiences are described in this article in Fast Company.
Companies recognize the need, but most are clumsy -- if not patronizing -- in their attempts to address it. This often leads to what the Femme Den calls the "shrink it and pink it" reflex, the kind of mindless design that produces such works of genius as mini pink tool kits and Dell's pastel-saturated Della Web site, stocked with tips about "finding recipes" and "counting calories." (Dell dumped Della within two weeks of its launch.) What women really want, the Femme Den argues, is intuitive design. In a Yale University study, 68% of men asked to program a VCR using written instructions were successful, compared to just 16% of women. That doesn't mean women are less intelligent than men (please), but that they're less tolerant of complicated interfaces -- more willing to skip new tech than to slog through manuals. "Men will walk into an electronics shop and look at the white cards that list the features. Women will pick up the cameras, flip them around, and look at the buttons," Lin says. "They want to know: Is it intuitive?"
While the Della is an example of stereotypical choices backfiring there are some compelling ideas that seem to be crossing markets because of their utility that were built with women in mind.
"They don't just understand our products," Sampson says. "They understand how our brands fit into women's lives."

Or how some products don't. When Cardinal Health, the $12 billion health-care-supply company, wanted to rethink the design of hospital scrubs in 2007, balancing the needs of both sexes helped set its product apart. "Probably 70% of the health-care population wearing scrubs is female," says Carl Hall, Cardinal's director of marketing. "But scrubs are really designed for men. Smart Design identified the gender thing early on as an opportunity and helped us really evolve that." Endura scrubs, introduced in March, swapped out V-necks for stretch collars, and added straps and snaps to make the hem and rise adjustable, breathable mesh at the back and knees, as well as a kimono sleeve to increase range of motion.

And that unisex cut? "We used the female form for measurements, so the fabric doesn't strain across the bust and hips," Hopkins says. "Men don't even notice the extra room." Cardinal has already fed two new projects to Smart Design and the Femme Den.

When companies ignore the research that they pay for about the female market, it might even be dangerous to consumers, even more than their bottom line.
Unisex skis are a major misstep: Wider hips and looser ligaments make novice women skiers nine times more likely than men to tear their ACLs. K2'S LUV WOMEN SKIS are specifically tailored to the female physique, without being hot pink.

Monday, January 26, 2009

Links

So yes, this blog has clearly not been my priority of late, but in the interest of doing SOMETHING, here are some links I've been perusing.

"Strange Girls are the new Manic Pixie Dream Girls"
from jezebel.com

"TV, Movies and Magazines: What Girls Gotta Watch" and Read from pbs.com

"Feminist Media in a Time of Economic Trouble"

"Pro-Feminist Media Bias? Show me the Women"

"Media's Effect On Girls: Body Image And Gender Identity"

"Media and Girls" from the Media Awareness Network

girls, women + media project

Reel Girls Media Inc.

Empowering Girls: Media Literacy Resources

Girls Entertainment Network

The Feminist Review

The Feminist Media Project

GameGirl.com

Girl Gamers Unite!


Amazon.com's Great Movies for Girls List

Yeah, they're a mixed bag, but it's something and well, something is better than nothing. Meanwhile, I plan to get at least one post with some more serious looking together by the end of the week.