![]() ![]() While on the cabinet art the character appeared as a cartoon femme fatale, the choice of the sobriquet “Ms.” rather than “Miss” or “Mrs.” was a bold one. ![]() Pac-Man represented a turn in the cultural conversation about women’s place in the arcade as well as in society at large.įirst of all, there was the name. By offering the first female video game character, Ms. Some advertisements were more blatantly sexist, as in the case of the earlier Atari chase game Gotcha whose advertisements showed a man grabbing a scantily clad woman, like a lecherous satyr pursuing a nymph. Arcade flyers had generally depicted males as active players and females as passive admirers of the action. There was nothing inherently gendered about early video games, but the coin-op industry certainly advertised them that way. Pac-Man promoted and signaled the broadening of game play across the genders. Through their collaboration with Midway the main character was changed to female, and Ms. They called their game “Crazy Otto” (giving Pac-Manlegs) and reached out to Midway, the company that had the rights to Pac-Man in North America, to produce it. These improvements in gameplay came not from Pac-Man’soriginal Japanese creator Namco, but instead were changes that started with an “enhancement” kit created by a couple of MIT students who founded General Computing Corporation.
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