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News Blast: Wonder Woman and the United Nations

News Blast: Wonder Woman and the United Nations

DC Comics’ Wonder Woman recently made the news in a rather peculiar way. The United Nations announced that they have selected Wonder Woman to be the “United Nations Honorary Ambassador for the Empowerment of Women and Girls.” As Wonder Woman approaches the 75th anniversary of her creation, she will be used by the United Nations to promote messages of and about the empowerment of women and gender-based violence.

In her satin tights fighting for our rights. And the old Red, White, and Blue.
Wonder Woman. In her satin tights fighting for our rights. And the old Red, White, and Blue.

It’s not every day that a fictional character gets named as an honorary Ambassador for the United Nations. The UN will be holding an official ceremony on October 21 to “bestow” the title upon Wonder Woman. By doing so, the UN hopes to promote its Sustainable Development Goal #5: “Achieve gender equality and empower all women and girls.” The President of DC Entertainment, Diane Nelson, along with unnamed “special guests” will join the Secretary-General for this honor. It is not clear if Gal Gadot or Lynda Carter will be among the attendees.

This news comes shortly after the naming of the next UN Secretary General, Antonio Guterres. With growing concern over the lack of women in positions of leadership at the United Nations, some have argued that this honorary ambassadorship is a token effort and a deflection. Given that the United Nations had previously forbade the BBC from associated Doctor Who’s UNIT with the United Nations over concerns that it did not properly represent the United Nations, it seems perhaps a bit peculiar that the warrior woman from Themyscira would be recognized as an ambassador.

 

Worth a Look

Worth a Look

A large talk that basically started the whole GamerGate mess had to do with representation in video games, specifically with how female characters were presented and utilized within gameplay and narrative with the obvious and problematic conclusion being that female player characters were either underrepresented or, if present, lacked the variety or depth of the male protagonists.

Source: kotaku
Source: Kotaku

However, the newest critical focus––and just as important––looks away from the screen and toward both the community and the developers. If the more forward-looking fans of gaming out there want more representation in games, we should also be asking ourselves about representation in the making of games. With regard to the community, there is a harrowing documentary that I discussed on the show awhile ago, GTFO, about female pro gamers and critics that I guarantee will have you wanting to throw a chair against the wall.

The Kotaku article discusses the story behind––and of––a new book, Women in Game Development: Breaking the Glass Level-Cap, that deals specifically with female developers and their road to being professionals in the field and how that road is paved with sacrifices, shame-dodging, and prioritizing aspects of their identity that males in the same positions never had to make. It’s infuriating how human beings are being treated in a field that, at the core of it, everyone loves so very much.

Another great feature on the book was published at Polygon, “How Women in Gaming Face Hostility” by Colin Campbell.

This is a book I want to read and, it seems, one that gamers should read, no matter what side of development we are on. It’s just sad that this book had to be written at all.

In a bit of selfish rank-pulling, I’m using “Worth a Look” as a “Save for Later” bookmark for myself. This article discusses Dungeons & Dragons as it is used in the recent Netflix hit, Stranger Things (which will be my “Week in Geek” in this week’s episode). Stranger Things has been a Facebook darling, especially for nerds born in, or who lived through, the 1980s and for good reason.

source: Netflix
source: Netflix

Stranger Things is less a snapshot of life in the 1980s and more of an evocation of 1980s adventure movies: The GooniesE.T.: The Extra-TerrestrialStand By MeExplorers, and the like. By mentioning those movies, I don’t mean that is nostalgically mining those movies for characters, plot points, or in-joke references; I would argue that’s not the case at all. Instead, it feels like those movies. The Duffer Brothers (and their directors) have seemingly “figured out” how those movies were paced, how they sounded, and how they looked to feel like a long-lost sibling to those earlier movies. It’s meta-eerie on top of the creepiness of the show itself. It’s able to capture what J.J. Abrams tried to capture (and did pretty well) in his excellent Super 8. But Stranger Things just does it right in an ephemeral way.

The show is framed (or so the article tells me, I haven’t finished the series) around Dungeons & Dragons, which Kunzelman decides to parse not only as a narrative bookend, but also as a thrust, arguing that the game “functions as the primary metaphor for how these young nerdy boys are able to communicate and cooperate with one another and how they contextualize the challenges they face.”

I am eager to read the article, but not as eager as I am to finish the show. It’s so good.