Thursday, October 10, 2013

League of Legends: A negative depiction of women? (Extended Response)

On the 28th of September, Riot Games MOBA, League of Legends, unveiled their latest champion, Jinx, the Loose Cannon. Like most unveilings, the soon to be champion was criticised, loved, hated, praised and everything in between. Players criticised her for being totally ‘OP’ and broken, immediately asking for a rework before she even hit public servers. Aside from her skill set and stats, her physical appearance was also put under intense scrutiny. Unlike most female League of Legends champions, Jinx did not possess the over sexualised body that the others had. League of Legends has always been criticised by players for over sexualising their female champions, many having large breasts, toned thin bodies and attire which, unlike their male counterparts, did not seem appropriate or practical for battle. The change from the normal depictions of women in League of Legends created many jokes within the community about her chest needed a ‘buff’. Initially I didn’t see an issue with the character or any other character until I started reading posts by other Summoners about how they feel about gender representation within the game.

                                    New champion Jinx, copyright League of Legends, Riot Games.

The League community has shown to have several different views on how Riot depict women in their games, with many supporting their designs as the norm and in similar to most other games, while others saw the characters as sexist depictions of women aimed at pleasing a male dominated audience. This is an example of Hall’s idea of three readings that audiences can take from a product. The readings are the dominant or preferred reading, the negotiated reading and the oppositional reading. This article will discuss how players within the League community take different readings from the way Riot depicts their female champions.
Many players feel there is a large amount of sexualisation within the game. One particular player, L2 Sentinel, wrote a large scathing article in the League of Legends forum regarding his view on the topic. While the game is predominately played by males, there are a large number of females playing the game. L2 Sentinel discusses the large range of female characters in the game which are depicted in a more sexual way than their male counterparts. He then goes on to describe various characters and their skins, highlighting how they promote a sexist view of females.


Riot Graves, Copyright League of Legends, Riot Games



“Officer Caitlyn is in many ways the most disappointing. She is in a position of authority. She is the Sheriff of Piltover, but she gets a stripper cop outfit. No officer in real life dresses like Caitlyn. They’d never be taken seriously. She could have been a badass. Real missed opportunity here. Meanwhile Riot Graves, gets to be the real deal.”

Officer Caitlyn, Copyright League of Legends, Riot Games


Batte Bunny Riven, Copyright League of Legends, Riot Games
There are several more examples where characters are dressed as skimpy nurses, playboy bunnies and French maids, all while showing a large portion of their breasts and exposed mid drifts with supermodel thin waists. L2 has then calculated that over 78% of female champions are depicted in a sexual manner while on 3% of male champions can be considered to 
be sexualised as well. L2 Sentinel then goes out to point
that while there is very little diversity in female appearance in the game, males characters vary in appearance, age, size and stature. Certain males are depicted as classically strong, tall and heroic but there are also those who are obese, old and even just plain creepy. L2 Sentinel’s view of Riot’s depiction of women is certainly an oppositional one, where he entirely disagrees with how the characters should be depicted, regardless of gender.
Old man Zilean, Copyright League of Legends, Riot Games



The amateur post and article written by L2 Sentinel is further supported by a study done by James Ivory of Virginia Polytechnic Institute and State University. His study found that “Of the 32 reviews with pictured female characters, 41% (N =13) contained sexually suggestive imagery of females; only 4% (N = 3) of the78 reviews with pictured males similarly included sexually suggestive male representations.” However the results could be seen as most of the subjects were males, but that also ties with the idea that video games are more likely to be played by males rather than females, which is why content is created to appeal to them over females. The study also found that there were more male playable characters than women, which exacerbates the issue where there are only a small amount of women in games and most of them will be depicted in an over sexualised manner. Ivory also points out that there is a large portion of people who hold a negotiated or preferred reading to gaming content in regards to the sexualisation of women in video games. Ivory points out that most gamers and gaming staff are ‘primarily male’ who hold an “ambivalent or unsupportive” view “toward sexualised portrayals in video games”.  With Ivory’s study showing that the majority of female characters are depicted in the same manner in games, suggests that negotiated or preferred readings are perhaps only so due to such depictions being the norm in video games and therefore, gamers are never exposed to any oppositional views within the game.

It is clear within the gaming community of League of Legends that there is a difference in gender representation when it comes to champion creation. Many within the community hold a strong oppositional reading, where they find offense in the lack of diversity in female characters and a clear sexualisation within those champions. However, the majority of players are male and they seem to find no issue with the depiction of any character within the game. With games being a clearly male dominated business, the pressure for content to be appealing to males is evident and perhaps game producers are creating content which suits the preferred reading of the majority. Through this study I have found that I hold a negotiated reading over this issue, as I can see how both preferred and oppositional readings feel on the issue. While I do believe that there is need for more character diversity within League of Legends, and all video games, it would be hard to sell to a male dominated audience if your content does not appeal to them.



References –

Hall, S 1980, ‘Encoding and Decoding in the Television Discourse’, Centre for Cultural Studies, University of Birmingham, England, pp. 55-58, accessed 12 Sept 2013

Raessens, J 2005, ‘Computer games as participatory media culture’, Handbook of Computer Game Studies.MIT Press Cambridge.Mass, pp.373-388.

L2 Sentinel, 2012, Senior Member, ‘@ Riot A serious discussion about gender. Please read’ League of Legends Forums,  http://forums.na.leagueoflegends.com/board/showthread.php?t=2646142&highlight=l2+sentinel


James D Ivory, 2006, ‘Still a Man’s Game: Gender Representation in Online Reviews of Video Games’, Virginia Polytechnic Institute and State University, http://filebox.vt.edu/users/jivory/JIvory2006MassCommunicationandSociety.pdf

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