Dress to Impress: Exploring Clothing Mechanics and Gender Performance in Mobile Game Empress’s Choice

Dress to Impress: Exploring Clothing Mechanics and Gender Performance in Mobile Game Empress’s Choice

Authors

  • Silvy Adelia English Literature Study Program, Universitas Negeri Surabaya
  • Hujuala Ayu English Literature Study Program, Faculty of Languages and Arts, Universitas Negeri Surabaya
  • Lisetyo Ariyanti English Literature Study Program, Universitas Negeri Surabaya
  • Kenya Kusumadewi English Literature Study Program, Faculty of Languages and Arts, Universitas Negeri Surabaya
  • Cicik Arista Chinese Language Education Study Program, Faculty of Languages and Arts, Universitas Negeri Surabaya
  • Wang Xin Chinese Language Education Study Program, Faculty of Foreign Language, Central China Normal University

DOI:

https://doi.org/10.31091/mudra.v39i4.2832

Keywords:

Empress’s Choice, Gender Performativity, Clothing Choices, Game Mechanics, Actions

Abstract

This study investigates how game mechanics influence gender performance through clothing choices in Empress's Choice. The game was first launched on mobile devices, chromebook, and tablets in June 2022. Players would be able to enjoy the game on a variety of platforms. This study employs content analysis to explore game mechanics and in-game elements, specifically focusing on how they affect the players' construction of their characters' gender. The analysis is limited to chapters featuring dressing-up and destiny event stages, where clothing choices are central to gameplay. Judith Butler's theory of performativity is a framework to examine whether the game reinforces traditional gender norms or encourages players to subvert them. The findings reveal that, despite the game's emphasis on player choices, the mechanics, especially those related to clothing and its associated features, still largely adhere to conventional gender expectations. The main character (player) is constructed to be female by repeatedly donning feminine clothes in mostly bright colors and elaborate accessories. All categories of clothing (type, color, and accessories) in the game have a particular bias towards traditional feminine elements. Therefore, during dress-up stages, players have limited choices in gender expression besides the feminine style dictated by the mechanics. However, the in-game actions, part of destiny events, show a contrasting experience. These events give players choices that impact the story without imposing specific gendered behaviors. This complexity indicates that limitations and opportunities to challenge gender norms exist in Empress's Choice through its game mechanics.

Downloads

Download data is not yet available.

References

Aryandari, C. (2017). Goyang Karawang: Exploration of Woman’s Body Between Rites and Fiesta. In MUDRA Journal of Art and Culture (Vol. 32).

Beasley, B., & Standley, T. C. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication & Society, 5(3), 279–293. https://doi.org/10.1207/S15327825MCS0503_3

Beaujot, A. (2007). The Material Culture of Women’s Accessories: Middle-class Performance, Race Formation and Feminine Display, 1830-1920 [Doctoral dissertation, University of Toronto]. https://tspace.library.utoronto.ca/handle/1807/26449

Braizaz, & Marion. (2019). Femininity and Fashion: How Women Experience Gender Role Through their Dressing Practices. Cadernos de Arte e Antropologia, 8(Vol. 8, No 1), 59–76. https://doi.org/10.4000/CADERNOSAA.2001

Butler, J. (2006). Gender Trouble. Routledge. https://doi.org/10.4324/9780203824979

Castillo, N. G., & Doral, T. B. (2016). WOMEN’S IMAGE ON VIDEO GAME COVERS: A COMPARATIVE ANALYSIS OF THE SPANISH MARKET (2011-2015). Revista Prisma Social, 121–155. https://revistaprismasocial.es/article/view/1316

Cui, Y. (2023). How Does the Film Raise the Red Lantern Explore the Oppression of Women by the Patriarchal Society in China. Psychology Research, 13(10), 476–483. https://doi.org/10.17265/2159-5542/2023.10.003

Dewayanti, K. R., & Andhini, G. K. (2023). Women’s Ready-to-Wear Collection with the Influence of Cottagecore. Mudra Jurnal Seni Budaya, 38(1), 84–92. https://doi.org/10.31091/mudra.v38i1.2232

Friedberg, J. (2015). Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games. In Sociology Theses. https://doi.org/https://doi.org/10.57709/7000435

Gan, R. (2023). The Main Dynamics and the Features of Social Development in Ancient China. In Helix Network Theory (pp. 559–625). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-8803-5_9

Ghilzai, S. A., Khan, S., & Sheikh, A. R. (2023). Stereotypes of Feminine Speech Attributes: A Comparison of Gender-Stereotyping versus Self-Stereotyping Attitudes in Pakistani Society. Pakistan Journal of Humanities and Social Sciences, 11(1), 210–222. https://doi.org/10.52131/pjhss.2023.1101.0343

Green, R., Williams, K., & Goodman, M. (1985). Masculine or feminine gender identity in boys: Developmental differences between two diverse family groups. Sex Roles, 12(11–12), 1155–1162. https://doi.org/10.1007/BF00287825

Grisard, D. (2017). “Real Men Wear Pink”? A Gender History of Color. Bright Modernity: Color, Commerce, and Consumer Culture, 77–96. https://doi.org/10.1007/978-3-319-50745-3_4

Hershatter, G. (2020). Gender Trouble’s Afterlife in Chinese Studies. The Journal of Asian Studies, 79(4), 911–926. https://doi.org/10.1017/S0021911820002375

Hess, A. C., & Melnyk, V. (2016). Pink or blue? The impact of gender cues on brand perceptions. European Journal of Marketing, 50(9–10), 1550–1574. https://doi.org/10.1108/EJM-11-2014-0723/FULL/HTML

Hinsch, B. (2018). Women in Ancient China. Rowman & Littlefield. https://books.google.co.id/books?id=MDBZDwAAQBAJ&dq=Women+in+ancient+China&lr=&source=gbs_navlinks_s

Jestratijevic, I. (2015). Fashion and the semiotics of gender. Etnoantropoloski Problemi / Issues in Ethnology and Anthropology, 10(4). https://doi.org/10.21301/eap.v10i4.3

Jobling, P. (2014). "Cloth for Men": Masculine Identities and Haptic Visuality in Advertising for Dormeuil Tonik, 1968–75. Textile, 12(2), 140–157. https://doi.org/10.1080/14759756.2014.11423346

José De Medeiros Dantas, Freire, A. G., Juliana, L., Solino, S., Nunes Do Nascimento, M., Mirelly, H., Alves, F., José, Í., & Dantas, M. (2021). Does gender have an impact on the color preferences in fashion products? Cultura e Scienza Del Colore-Color Culture and Science, 13(1), 52–60. https://doi.org/10.23738/CCSJ.130206

Leaper, C. (1995). The Use of Masculine and Feminine to Describe Women’s and Men’s Behavior. The Journal of Social Psychology, 135(3), 359–369. https://doi.org/10.1080/00224545.1995.9713965

McNeil, P., & Riello, G. (2005). The Art and Science of Walking: Gender, Space, and the Fashionable Body in the Long Eighteenth Century. Fashion Theory, 9(2), 175–204. https://doi.org/10.2752/136270405778051338

Niedda, M. (2020). Feminist and queer studies: Judith Butler’s conceptualisation of gender. La Clé de Langues. https://cle.ens-lyon.fr/anglais/civilisation/domaine-americain/feminist-and-queer-studies-judith-butlers-conceptualisation-of-gender

Nurcahyanti, D., & Septiana, U. (2018). Handmade Eco Print as a Strategy to Preserve the Originality of Ria Miranda’s Designs in the Digital Age. MUDRA Journal of Art and Culture, 33(3), 395–400.

Paoletti, J. B. (1987). Clothing and Gender in America: Children’s Fashions, 1890-1920. Https://Doi.Org/10.1086/494390, 13(1), 136–143. https://doi.org/10.1086/494390

Rennick, S., Clinton, M., Ioannidou, E., Oh, L., Clooney, C., Healy, E., & Roberts, S. G. (2023). Gender bias in video game dialogue. Royal Society Open Science, 10(5). https://doi.org/10.1098/RSOS.221095

Salih, S. (2007). On Judith Butler and Performativity. In Sexualities and communication in everyday life: A reader (pp. 55–68). https://www.researchgate.net/publication/255015941_On_Judith_Butler_and_Performativity

Sangwha, L. (1999). The Patriarchy in China: An Investigation of Public and Private Spheres. Asian Journal of Women’s Studies, 5(1), 9–49. https://doi.org/10.1080/12259276.1999.11665840

Stets, J. E., & Burke, P. J. (2000). Femininity/masculinity. Encyclopedia of Sociology, 2, 997–1005. https://www.stevenlaurie.com/wp-content/uploads/2012/01/Masculinity-and-Femininity.pdf

Zhang, S. (2015). Color associations with masculine and feminine brand personality among Chinese consumers [Doctoral dissertation, Concordia University]. https://spectrum.library.concordia.ca/id/eprint/979896/

Downloads

Published

24-10-2024

How to Cite

Adelia, S., Ayu, H., Ariyanti, L., Kusumadewi, K., Arista, C., & Xin, W. (2024). Dress to Impress: Exploring Clothing Mechanics and Gender Performance in Mobile Game Empress’s Choice. Mudra Jurnal Seni Budaya, 39(4), 539–550. https://doi.org/10.31091/mudra.v39i4.2832

Issue

Section

Articles
Loading...