Plasma Beaming the Gender Barrier

March 16th, 2009 by Joel Haddock

pongThere was a day, long ago, when gender in video games was an unknown topic.  This was not because no one wanted to to talk about it – it was simply because no one ever thought to talk about it.  Early games were essentially gender-neutral; players, for the most part, were not playing people, but were instead playing things.

Pong, Space Invaders, Asteroids: in all these cases, the player’s link with the gameworld is a series of tiny blocks arranged in different shapes, sometimes a spaceship, sometimes a triangle, sometimes a rectangle.  Neutral things any player could connect with.  Things were this way mostly as a limit of technology; creating more detail was not yet an option.  As such, the idea of the avatar, of the player’s representation in-game, was a simple one, and discussions about player identity were a long ways off.

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