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What is This?
Hyeshin Kim
Abstract
Women’s games (女性向けゲーム) refers to a category of games developed
and marketed exclusively for the consumption of women and girls in the
Japanese gaming industry. Essentially gender-specific games comparable to
the ‘games for girls’ proposed by the girls’ game movement in the USA,
Japanese women’s games are significant for their history, influence and
function as a site for female gamers to play out various female identities
and romantic fantasies within diverse generic structures. This article will first
review previous research and literature on women and gaming, analyze the
key issues raised in the discourse concerning femininity and electronic
games, outline the history and development of women’s games, explain how
multiple factors contributed to the appeal of women’s games by analyzing
the games Angelique and Harukanaru Tokino Nakade3 and, lastly, discuss
the meaning and significance of women’s games in the larger context of
women and gaming. The 1994 game Angelique succeeded in establishing a
loyal and close-knit fan base by actively utilizing popular female culture such
as shoujo manga (girls’ comics) and the fan base for voice actors. Angelique
also set up the specifics and conventions of women’s games: a focus on
romance, easy controls and utilizing other multimedia. In 2004, Harukanaru
Tokino Nakade3 deconstructed the genre and gender conventions of
women’s games and shoujo manga, while developing a new type of
feminine identity and narrative. Women’s games indicate that gender-
specific games can be more than educational tools to familiarize girls with
technology or perpetuate stereotypes; they can be a significant extension
of female culture into the realm of gaming, and contribute to the develop-
ment of women’s culture and the diversification of the gaming industry.
Key words
computer games ■ gender ■ Japan
■ Theory, Culture & Society 2009 (SAGE, Los Angeles, London, New Delhi, and Singapore),
Vol. 26(2–3): 165–188
DOI: 10.1177/0263276409103132
for everybody’ over ‘limiting’ girl games (Newman, 2004) has increasing
validity with the popularity of massively multiplayer online role-playing
games. However, no matter how much the female players of Quake and Tomb
Raider may enjoy the games, the fact that they are not considered a norma-
tive audience by the developers will affect player–avatar identification in
the long term, just as the female players of Final Fantasy IX were excluded
from immersion in the narrative. Additionally, the exclusion can discourage
potential women gamers, who may perceive electronic games as a medium
that deliberately or unconsciously alienates – or, at the very least, is incon-
siderate of – women. This type of estrangement can also disrupt game
immersion: that is, the ‘sense of being there’ (Newman, 2004) within a
virtual environment, essentially joining in fantasy play. The value of fantasy
lies in offering liberating pleasure by allowing the individual to ‘play with
reality’ (Ang, 1982), which can be literally accomplished through the virtual
reality of interactive games. Naturally, experimenting with social or gender
identity is a main factor in electronic games, although the market offers only
a limited number of stereotyped masks/personas/avatars for the player
(Consalvo, 2003). In contrast, Japanese women’s games offer their audience
avatars and genre structures that enable a certain type of feminine identifi-
cation and narrative unavailable in games for a general audience or a
largely male audience. They are also distinguished by their active utiliza-
tion of multiple mediums, such as comics and animation, and the close
relationship between the publisher and the fans.
Women’s Games
Definition
Before detailing the nature of identity in Japanese women’s games, a clear
definition and brief history of women’s games are necessary in order to
understand their particular mechanics and context.4 Women’s games –
‘jyoseimuk g mu’ (女性向けゲーム) – is a combination of the words ‘jyosei’
(woman) and ‘muk ’ (for), thus jyoseimukê gêmu literally means ‘games for
women’. This means that the female audience is specifically targeted during
the development and marketing process of a women’s game. For example,
although major role-playing games such as the Final Fantasy franchise were
enjoyed by a high percentage of female gamers (Newman, 2004: 56), they
do not qualify as women’s games because they were neither produced for
nor marketed towards an explicitly female audience. The ‘women’s games’
discussed in this article meet the two requirements: developed for women,
and marketed towards women. This definition is part of the stabilized
vocabulary of the Japanese electronic gaming industry, used by game devel-
opers, major online game retailers (Animate, Messe San’ou, Toranoana),5
gaming or fan fiction search engines (Surpara, Gamers Terminal),6 news-
paper articles (Miyazaki, 2005), and by the gamers themselves. Also, two
monthly gaming magazines deal exclusively with women’s games: B’s Log
and Cool-B.7
Specifics
It is important to note that ‘women’s game’ is not a genre definition but a
categorical one, in the same sense that the term ‘women’s magazine’ is used;
women’s magazines can encompass a diverse range of different periodicals
dealing with subjects as varied as fashion, cooking, books and lifestyle, as
long as they are published primarily for a female audience. Thus the term
‘women’s game’ does not necessarily designate a certain genre, and women’s
games can constitute a number of different genres, such as adventure, simu-
lation and role-playing. Still, several factors and certain trends character-
ize and distinguish women’s games from other electronic games. First of all,
women’s games contain a ‘dating feature’, a plot or system that allows the
gamer’s avatar to form interpersonal (romantic) relationships with the (over-
whelmingly male) game characters. The first women’s game, Angelique,
featured a female avatar and nine male characters available for romantic
relationships. Succeeding women’s game titles, such as the simulation role-
playing game The Maiden of Albarea in 1997 and the mystery adventure
game Graduation M in 1998, also featured a female avatar and a number
of male characters for the gamer to interact with – and eventually reach
romantic endings. Second, the game system and game control tends to be
simple, and the overall gameplay avoids complexity. This means the games
do not have fast camera or character movement, the flow of the game is
largely static rather than fast, jerky or violent; in other words, quick joystick
reflexes or elaborate strategic calculation is not required from the gamer.
This tendency is part of the reason why certain genres, such as adventure
and simulation, are popular in women’s games, while action or first-person
shooting games are completely absent. Third, women’s games are intimately
related to other multimedia products in terms of content and industry. For
example, Angelique was not only heavily influenced by shoujo manga8 in
its visual and conceptual designs, but also ran as a manga serial in LaLa,
a monthly shoujo manga magazine. Another important aspect is the star
power provided by voice actors, attracting voice actor fans9 to electronic
games and leading to related products such as drama CDs, voice actor
events, and animated films (Koei, 2008). An additional example of multi-
media influence is the appearance of yaoi culture10 in women’s games
around 2000.
History
The first women’s game was Angelique for the Super Nintendo Entertain-
ment System in 1994, published by Koei and developed by Ruby Party, an
all-female team within Koei (Marfisa, 1999). Ruby Party was organized by
female staff from different departments of Koei, previously assigned to
historical war games such as Romance of the Three Kingdoms and
Nobunaga’s Ambition (Tanizaki, 1995). According to Ruby Party staff
member Mami Matsushita in a private interview, Angelique was largely the
result of the personal aspirations of honorary president Keiko Erikawa and
the company’s interest in the slowly increasing female gaming population
Figure 3 (left) Angelique chats with one of the Guardians in his room; (right)
dating in the lakeside. © Koei Inc.
After the opening introduction of the game, the player finds herself in
Angelique’s pink-draped room in the dormitory building. This is the space
where the player is informed of Angelique’s current conditions (remaining
power points, depicted as red hearts on the screen) and is offered a range
of choices such as going outside, saving or loading the game, checking the
continent and listening to music.
When Angelique chooses to venture outside, the entire map is featured
on the screen. The numbers in the upper left show the current population
of Angelique’s continent, while the hearts indicate the power points
mentioned earlier. Hearts are required for actions such as talking with the
Guardians, requesting Guardians to send their power, visiting the continent,
and requesting the fortune teller to find out the score on the ‘affection meter’
– numeric parameters that signify the degree of affection other characters
(which include the Guardians, Rosalia, and the residents of Angelique’s
continent) feel towards Angelique – or the characters’ affection meters for
each other. More hearts can be acquired by defeating Rosalia during the
monthly evaluation, which is determined by population (number of build-
ings in the continent) or popularity (the affection meter of the Guardians).
The score on affection meters can be raised by talking to the charac-
ters and successfully completing dates in the park or the lake; by selecting
the appropriate replies to the Guardian’s question, such as ‘How many
people populate your continent?’, ‘Which Guardian would you like to
befriend?’ or ‘Is it difficult being a Queen candidate?’, testing not only basic
knowledge of the game but also the player’s comprehension of the charac-
ter. These conversations allow the player to explore the characters in-depth,
as diverse patterns of dialogue exist depending on the degree of affection,
place and time. Also, the Guardians are carefully constructed characters
with distinct individual characteristics designed to appeal to the female
audience; this is apparent in the fan letters directed towards the characters
that are printed in the official Angelique periodical Love Love Tsuushin, and
also coincides with the voice actor fan base as well.
Angelique was basically a combination of an extremely simplified type
of city-building simulation game and a conversation-based dating game, and
a leisurely paced one; the Queen test ends after 999 days in the game have
passed. It should be noted that since the game was initially targeted at girls
in their early teens (Tanizaki, 1995), and as the characters and genre struc-
ture were strongly influenced by 1970s shoujo manga, the featured love
romance was highly fantasized, romanticized, purified and desexualized.
The reasons for choosing a romantic dating format can be speculated by a
quote from the developer: ‘Boys may be happy enough with saving the world
(as in typical video games). But we thought that girls couldn’t care less about
a planet or two as long as they could find true love’ (Tanizaki, 1995: 36).
Although this statement (albeit made lightly) could be seen as discriminat-
ing against and stereotyping girls, the point is that the developers had
captured two important things: female interest in interpersonal relation-
ships, and its commercialized form, which is the essence of the most visible
status of Barbie (Cassell and Jenkins, 1998), Ruby Party utilized the preva-
lence and popularity of shoujo manga to familiarize women with the alien
medium of electronic games.
Ruby Party had evidently chosen a familiar, if somewhat retro, female
avatar for the female player to identify with. The appearance of Angelique,
the design of her room, and the lively, girlish language she uses in speech
clearly indicate the strong shoujo influence. The structure and system also
work in a certain way to intensify player identification and immersion. First,
Angelique is not voiced like the other main characters. Second, Angelique’s
dialogues are kept to a minimum; most of her lines are functional, such as
the monologues she speaks to the player in decision-making scenes. In
conversation, other characters do most of the talking while Angelique mostly
remains silent or chimes in if necessary. Third, Angelique is depicted on
the screen as a deformed, doll-like cursor. Because Angelique’s response is
so limited, the player can position herself in the avatar and imagine her own
response to the characters while simultaneously encouraging the romance
between Angelique and the Guardian, as the barrier between player/avatar
collapses – the player and avatar move towards a singular objective of
female heterosexual romance. The specific romantic fantasy Angelique offers
is, like its avatar, strongly based on 1970s shoujo manga fantasies. Love,
romance and relationships are key themes in shoujo manga, exemplified by
what the critic Osamu Hashimoto asserts as the core essence of the genre:
‘I love you just the way you are’ – unconditional, idealistic, eternal love
(Fujimoto, 1991). In Angelique, although the initial goal is to become Queen,
the real objective lies in achieving romantic endings with any one of the
Nine Guardians. In order to achieve a romantic ending, the player must
increase the score on the affection meter of a Guardian by repeated conver-
sation and dating. When the affection meter reaches 90 percent, the
Guardian makes an extensive and elaborate confession of love to Angelique,
and the player is given a choice either to accept (and give up the throne) or
– was assigned as character designer of the series and to serialize the manga
version of Haruka in the bimonthly shoujo manga magazine LaLa DX (Koei,
2008). Popular voice actors – mostly younger than those of Angelique –
dubbed the voices and returned for each new Haruka game, although the
characters changed in each series. This was a strategy to refresh each series
and avoid the repetitiveness that was problematic in Angelique, while still
retaining the voice actor fan base. System-wise, Haruka is an adventure
game combined with a turn-based combat phase. The game is largely
divided into two phases: the adventure phase, where the story progresses
and the player can make choices that affect the story and affection meter of
the characters, and the combat phase, encountered randomly while moving
the player character from one destination to another in the map screen,
which is required in order to progress the story. Upon reaching a certain
destination, the adventure phase begins again, directing the player to yet
another quest in a new destination.
The combat is turn-based, providing the player with given commands
such as [Attack] [Spell] [Cheer] [Flee], etc. The [Cheer] and [Spell]
commands can influence the affection meter of the characters (depending
on whom the player chooses to cheer for or cast a spell with). Each Haruka
game is set in an otherworld which strongly resembles Heian-era Japan,
Figure 7 Top left: the adventure phase; top right: the map screen; bottom left: the
combat phase; bottom right: the [Spell] command activated. © Koei Inc.
except that gods, demons and sorcery exist (although Haruka4 sets out to
be a prequel to the series, featuring a world resembling the Yayoi period
and ancient China). In every Haruka game, the player character is a high
school girl transported from contemporary Japan, revered as the Priestess
of the Dragon God, and entrusted to save the otherworld as the only human
being capable of sealing off demons. She is also given the service of the
Hachiyo, eight guardians destined to defend the Priestess (Koei, 2004).
Naturally, the Hachiyo are the major love interests, just like the Guardians
in Angelique. The difference is that achieving a greater cause/goal – saving
the otherworld in Haruka – unlike winning the throne in Angelique, does
not conflict with other goals. The heroine can ‘save the world’ and ‘get the
guy’ at the same time – to be precise, the game is structured so that she has
to save the world to get the guy. The game progresses as a linear adventure
in Haruka and Haruka2 in the main scenario, while character events appear
as side quests accessible by increasing the score on the affection meter
during the adventure phase or the combat phase. Haruka3 offers a more
diversified structure; the player’s actions and character affection meters up
to the fifth or sixth chapter can unlock a desired character’s scenario, which
then leads to additional chapters and multiple choices resulting in a number
of bad endings and one good or ‘true’ ending. Either way, true love is only
attainable by resolving the central conflict, whether it be demonic forces or
a civil war.
Figure 8 From left to right: the heroines of Haruka, Haruka2 and Haruka3.
© Koei Inc.
Nozomi is generally bright and positive, but hates to lose . . . once she decides
on something she never changes her mind, sometimes causing her to quarrel
with Kurou Yoshitsune, one of the Hachiyo. However, Nozomi’s strong will
also enables her to shape fate. (Koei, 2004: 7)
The player can increase the maximum value only by completing various
character-related side quests, not simply by increasing the score on affec-
tion meters. After increasing the maximum value – say, from 30 to 50, the
player can finally push the affection meter up to 50 through interactions in
the combat or adventure phase. The increased affection meter scores
combined with appropriate dialogue choices in turn unlock yet more side
quests and new chapters. Certain ‘skills‘ are also required to trigger the side
quests, or even crucial preconditions to achieve happy endings. The gamer
has to invest considerable time and effort to collect experience points, learn
new skills, increase the affection meter score and its maximum value, and
make careful decisions based on her/his understanding of the storyline.
Such intricately organized systems heighten player involvement and immer-
sion (Kline et al., 2003), in turn leading to increased identification and
gratification.
Additionally, Nozomi’s carefully constructed character is not a limiting
but a necessary, even a contributing factor to the game. Because the game
focuses on dramatic romance within a highly narrative genre, the frequent
and involving interaction between the heroine and her lover forms the
central narrative arc – which is precisely why the avatar character is so
important. Game characters, particularly avatars, are fundamentally
ambiguous and complex because they are both the ‘shoes’ for the player to
step into and an icon to be admired (Newman, 2004): subject and object
concurrently. Nozomi is established as an easily identifiable heroine – a
modern-day young woman, confident and honest about her feelings – who
is controlled by the player throughout the combat phase and adventure
phase. Simultaneously, she is constructed as an admirable and desirable
character with heroic qualities such as resourcefulness and leadership in
the battlefield, spiritual powers, courage and an iron will. The player is
located both as Nozomi living out her adventures, and as a spectator
watching a warrior heroine’s dramatic romantic affairs. She is both the
identifiable subject and desirable object – and, most crucially, a female
avatar whose femininity is neither downplayed nor overtly sexualized.
Narrative Structure
Nozomi’s strong personality was perhaps necessary considering the plotline
and characters of Haruka3. She needs to overcome numerous obstacles to
achieve love, as the Hachiyo in Haruka3 are all based on historical or
legendary figures of the Genpei War, many of whom meet tragic ends. One
example is Kurou Yoshitsune of the Minamoto clan, a popular figure
throughout Japanese literature, theatre and visual art (Arnn, 1979).
Yoshitsune was the younger brother of Yoritomo – head of the Minamoto
clan – who led a successful military campaign against the Taira clan but
was banished and driven to suicide by the suspicious Yoritomo (Arnn,
1979). Kurou Yoshitsune in Haruka3 also meets the same tragic fate unless
the player chooses to form a strong bond with Yoshitsune, makes him more
cautious in his moves, assists his campaigns and ultimately confronts
staff were women (Kline et al., 2003). Angelique relied heavily on images
and fantasies of shoujo manga, although the structures and mechanics also
functioned to increase player identification with the avatar and the virtual
romance within the game narrative. At the same time, the interactivity of
the game enabled the player to move beyond identifying with a female avatar
to playing with various possibilities within the narrative of the heterosexual
romantic fantasy. Women’s games in Japan undeniably exist as a local niche
market, something Adams (1998) might have criticized as ‘limiting’ and
‘ghettoizing’; however, the very enclosed nature of a niche market can be
potentially empowering as the relationship between publisher and audience
is closer and more fluid than that for major bestsellers. More precisely, the
publisher must maintain a close relationship with the audience exactly
because of the ‘limited and ghettoized’ niche market; fan loyalty and
networking, such as word of mouth, are crucial factors that can impact sales
and market reception. The interaction between Angelique and fan culture
demonstrates the importance of audience networking from the early stages
of women’s games. Within this context, women are not simply the norma-
tive audience invited to identify readily with the female avatar, but the
absolute audience. ‘Identification and socialization’ also occur at two mean-
ingful levels: identifying with the female avatar and socializing romantically
with the game characters, and identification and socialization within a female
gaming community. Women’s games are significant not simply because their
existence potentially empowers the player with the understanding that she
can be the normative, dominant audience, but also because she can experi-
ment with and enact various female identities and female fantasies through
the medium of electronic games. The case of Haruka3 shows that women’s
games can actively utilize and deconstruct gender and genre conventions in
female and mainstream cultures, develop identifiable and desirable female
avatars and narrative structures, and offer pleasure and fulfillment through
a unique type of adventure and romance probably only available on an elec-
tronic gaming format designed specifically for women. Furthermore, women’s
games can be understood as expansions of female culture into the realm of
electronic gaming capable of enhancing both areas with their philosophy,
perspective, gender-awareness and diversity.
Notes
1. The first Japanese women’s game was Angelique for the Super Nintendo
Entertainment System, developed and published by Koei in 1994.
2. Although there is much dispute over whether the Barbie software should be
considered as ‘games’ (Cassell and Jenkins, 1998).
3. Rockett’s New School has also been criticized for ‘perpetuating girls’ insecurities
about their looks’, ‘capitalizing on girls’ fears about middle school and adolescence’,
and also ethnic stereotyping (GREAT, 1998).
4. Another reason for taking the space to introduce this definition in detail is
because women’s games were never officially released in non-Asian markets.
5. Animate (http://www.animate.co.jp/), Messe San’ou (http://www.messe.gr.jp/
15. Candy Candy was a highly popular novel, shoujo manga, and animated series
during the late 1970s, written by Kyoko Mizuki and adapted to manga format by
Yumiko Igarashi. The series features the romance and adventures of a blonde,
freckled, good-natured American orphan girl named Candice in early 20th-century
England and America (Misaki, 2003).
16. The manga version of Candy Candy went out of print in 1999 due to a lawsuit
between Mizuki and Igarashi over image rights, which Mizuki won in 1999. As a
result obtaining copyright for images of Candy Candy is difficult, which is why I
have substituted my hand-drawn copies of Igarashi’s drawings. This method to avoid
copyright infringement is permitted and is commonly adapted in Japanese publi-
cation, most notably by manga critic Fusanosuke Natsume (Natsume, 1992).
17. The Genpei War (1180–85) was a conflict between the Minamoto and Taira
clans, marking the end of the Heian era and the establishment of the Kamakura
shogunate under the victorious Minamoto clan (Arnn, 1979).
18. Kariginu (狩衣) and noshi (直衣) are round-collar cloaks worn by court nobles
(Hays and Hays, 1992).
19. Jinbaori (陣羽織) is a sleeveless war jacket worn by generals (Hays and Hays,
1992).
20. Unlike the Dragon Priestesses of the previous Haruka games, who were revered
simply as spiritual figures, Nozomi is respected and feared as a war hero with
spiritual powers.
21. At the beginning of the game, the first thing Nozomi does in the otherworld is
to grab a sword and fight a demon soldier who is about to attack a child.
22. The boss is ‘an extremely common character or mechanism in video games . . .
essentially an end of level, or sometimes inter-level, guardian that must be defeated
in order to progress to the next level’ (Newman, 2004: 77). A boss battle refers to
the combat with the boss character, and requires more skill, time and strategy than
the average enemy character.
23. An experience point is a unit of measurement used in many role-playing games
(RPGs) and role-playing video games to quantify a player character’s progression
through the game. Experience points are generally awarded for the completion of
quests, overcoming obstacles and opponents, and for successful role-playing
(Barton, 2007).
24. The game is divided into numerous chapters arranged in chronological order;
for instance Chapter 1 begins with Nozomi’s arrival in the otherworld, and Chapter
4 is when all the Hachiyo assemble. In the first gameplay, the chapters proceed in
chronological order; but from the second gameplay, the player is able to shift
through previously played chapters. Additionally, the player can quit the chapter
mid-way; in other words, she/he does not have to finish a previously completed
chapter to proceed to the next chapter.
25. Currently, Ruby Party has expanded to include collaboration from male staff
in the 3D graphics and marketing departments; however, the main staff in charge
of planning and designing the games still remain exclusively female (Matsushita,
2008).
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