Intimate apparel inspired costume in game characters’ apparel design
Intimate apparel has been represented in a variety of ways in popular culture and has unique sociocultural and economics connotations to different cultures, social groups, genders and ages. It is an interesting reflection on the beliefs and practices of a society and brings to light hidden elements of social influence, etiquette and generational biases. Discussions surrounding the use of intimate apparel as both empowering and the uniform of objectification in a patriarchal society within and outside of games have long been under debate but many reflections on the topic do not take into account the different genders or gender-less character and real world influences that could be related to character attire. Consider the underpants of the Riott Gurl movement, the bras during the votes for women marches, displays of verility through the ornate metal armour cod pieces and tassets or even the merkin as a sign of desirability and health. It is clear that this is an area that demands more exploration, with many important topics to be researched. Not as a criticism but as a academic reflective exploration of the use, representation, journey and inclusion of intimate apparel in games. Considering not just character costumes designs of all genders but also intimate apparel as symbolism within the wider visual and auditory spectrum of games. From the purple silky underwear of the mayor of Stardew Valley to the avatar modesty underwear when creating a custom character in Street Fighter 6 there are many applications of intimate apparel in games.
There are games which focus on artistic representations; drawings, 3D models and other common artistic mediums utalised within games, but you also have games which use real images or videos. While my research interest lie with the artistic original works of art separate from their initial real world image or photograph influence it is important to note just how broad this area is.
Additionally to this fashion in a digital space is evolving and the changes are happening now around us for example “The £7,500 dress that does not exist” which was a compoletley virtual dress designed by fashion house The Fabricant which was bought by Richard Ma for his wife and will most likely never exist in the real world shocked many people, it was instead ‘…rendered on to an image of Richard’s wife…’ the idea being that is a keepsake which could also be used on social media. Another fashion house designing digital garments is the Scandinavian company Carlings, in October 2018 they released a digital street wear collection, starting at around £9. But how different is it from the outfits and skins gamers adorn their customisable characters in. I think it is also important to consider the virtual modeling agencies such as The Diigitals who are a modeling agency solely for virtual models, the most famous being Shudu, heralded as the first virtual model. I think that it is important in considering the social cultural connotations of intimate apparel in a virtual space to consider how fashion is entering and reforming the way clothes are presented, purchased and used. I would also include some long term research through recorded interviews and questionnaires of gamers who play games where they are able to customise their characters to draw a comparison between their real and virtual wardrobes and if they have the same personal connotations to them and also to have a quantitative comparison of economic difference.
I would be remis not to include and exploration of how the the NSFW and pornography industry have influenced games and its aesthetics, but this is an area I know very little about but is a academically well research area with a range of thesis on or surrounding the subject. The change in cultural morals and dress and how gender and western gender culture have play a part in game design generally are impactful, often subtle, aesthetical and function applications that affect both the outcome of the game character designs and the perceptions of the players. The way gender is represented in games is another key area that influences the perception of the player. Reflecting on the gender divide, bias and tropes such as racial and gender bias in characters, damsel tropes, and intimate apparel as a reward in games. Examining gender neutral and gender fluid characters, current arguments against and for underwear as costume and reflecting on patriarchal and matriarchal influences. A holistic exploration is crucial to understanding the levels of acceptance from intimate apparel as lewd and not safe for work to the other end of the spectrum where is is simply a natural part of an ensemble or a modesty covering that is familiar and relatable but not remarkable or noteworthy.
Exploring the age rating systems used for AAA games and the terms and condition of indie game publishing sites to gain a general sense of what is deemed safe and what is not, and also insight into how this has altered over the years. The main European video game content rating system is PEGI, Pan European Game Information, established in 2003. The below two levels of rating are relevant to this research in their topic area and definitely have a more modern approach to what is and not appropriate.
PEGI 12
Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters would fall in this age category. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild. (PEGI, 2022)
This content descriptor can accompany a PEGI 12 rating if the game includes sexual posturing or innuendo, a PEGI 16 rating if there is erotic nudity or sexual intercourse without visible genitals or a PEGI 18 rating if there is explicit sexual activity in the game. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary. (PEGI, 2022)
The early pixel characters that graced our screen in the 80s seem a world apart to the photorealistic character that are use in some high definition cinematic games character design is a continuously evolving area. Not to say that pixel characters are not alive and well, they are and they too war underwear. But it is important to consider the history of the industry and development, increased access and cultural shift of the tools, techniques, growth of the indie games industry and historical events that have influenced continuous development.
I am currently compiling a list of every appearance or mention of underwear in a video game, which upon compiling I will thematically analyse and hope to turn into visual data charts. I have been compiling it for 2 years working my way back through AAA and indie games, talking to gamers, reading thesis, and noting down every time anything relevant is mentioned in a video essay or game review. I imaging this will take me a decade or so but it is beginning to reveal and interesting pattern in social perceptions and bias of western culture. Before I can answer the bigger questions about cultural shifts in propriety I need to understand the application and representation.
Bibliography
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Malu. Halasa Rana Salam Noura Kevorkian - Undergarments by Tanya Marcuse
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- What do the labels mean? | Pegi Public Site [10/02/2022]
- Aesthetic sexuality : a literary history of sadomasochism by Romana. Byrne
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- Shudu | The Diigitals https://www.thediigitals.com/ [03/02/2022]
- The £7,500 dress that does not exist — BBC News [03/02/2022]
- http://cabinet-of-wonders.blogspot.com/2007/10/merkins-and-kotekas-and-codpieces-oh-my.html?m=1 [26/11/21]