#SAGeeks - League of Legends & Female Representation

The SAGeeks series is all about celebrating the geeky and nerdy sides of all of us working in higher education and student affairs. Check out our resources page for more geeky goodness.

There are three things that totally changed my last year of college; Miss Representation, League of Legends (LoL), and getting involved in Residence Life. Here is that story:

The Beginning

I went to my first live LoL tournament in February of 2014. Little did I know, even though I didn’t dedicate any fellowship to any particular team or player prior to this event, I was still fangirling the whole time I was there. It was such a strange experience, getting excited and taking pictures with people I didn’t know that well, and I felt really connected to the community as a whole. After the initial excitement, I had lots of questions in my head regarding my experience in a live gaming event. I shared these thoughts with a good social psychology professor of mine, and then my question bubbles exploded into a form of pride; I was proud of LoL, and I was proud of being a part of this community (even if I don’t really comment on any Reddit thread). I even put together a slideshow overviewing the growth of this game and the impact of e-sports, explaining to professors why this topic should be studied. Before I knew it, I was proposing research topics on video games and e-sports, and I was determined to incorporate my favorite game into this research. I genuinely love LoL, and I genuinely believe in the impact of video games on people’s lives.

While I was searching for limited e-sports psychology studies, I watched the documentary Miss Representation as a part of my all-campus Residence Life leader training in August. The entire documentary was moving, and the topic that resonated with me the most was sexualization of females in media. Reflecting back to the online harassments female gamers often encounter (in fact, a team’s official Instagram account shared a photo of my friend and I taking picture with a professional gamer, and almost all of the comments were sexual jokes), and a panel of very similar female character figures, I began looking into hypersexualization and sexism within the video game industry. Based on my initial literature review, there were lot of research illustrating the connection between sexist attitude and sexual content in video games, demonstrating the negative effect of hypersexualization on female’s self-esteem in media advertisements. In one particular study, females who played as hypersexualized female characters reported lower self-efficacy than those who played as neutral female character (Behm-Morawits & Mastro, 2009). This was intriguing, I wondered if playing certain characters would make people feel certain way about themselves, especially among us females. Would I feel less about myself if play Ahri instead of Annie? What’s the difference between wearing head-to-toe armor and bikini-style custom? Would playing a sexy female hero empower me or would it make me feel insecure?

The Process

Within a week, I received departmental approval to complete a 2-year honors program within a year, persuaded one of my favorite professors to be my advisor for the year (the same processor who I initially discussed my fangirl experience with), and started my journey researching my favorite video games and social justice. While the initial hype lasted couple of weeks, the frustration about designing an efficacious and effective experiment soon arrived. Researching and finding related studies online, electing champions for exposure, choosing types of measurement, determining how long the exposure should be, deciding interaction period length between subjects and games, eliminating variables, editing instruction scripts, recruiting subjects, running subjects...let’s just say the process was a bit stressful at times. I remembered distinctly that shortly after I drafted the experiment scripts and put together experiment materials, Riot (LoL’s company) changed some of their champion splash art and announced a new patch updating game visuals. This of course impacted my study progress, as I didn’t want to there to be any changes within the game halfway through my research. But disregarding all the challenges and frustrations, I knew for sure that this adventure was something I really wanted, so I’m going to finish it.

My study investigated the effect of hypersexualization of female video game avatars on player’s self-regards. Subjects entered the study with the impression that the study looks into personality type and character enjoyment: they were first instructed to view a panel of characters (hypersexualized vs. neutral), then played either a hypersexualized character or a neutral character for 20 minutes with simple instruction in a single player mode. After the interaction phrase, they answered a series of question regarding their experience playing the character, followed by measurement measuring how they feel about themselves. In my study, I had 28 male participants and 45 female participants, and five areas of self-regards were measured: performance state self-esteem, social state self-esteem, appearance state self-esteem, overall state self-esteem, and self-perceived mating value (how sexually attractive people think they are). After initial analysis (a 2x2 ANOVA for those who are interested in stats) and follow-up analysis (contrast test), female participants who were exposed to hypersexualized characters reported to have significantly lower self-perceived mating success than neutral characters, which is a finding consistent with many previous studies.

The Afterthought

My study wasn’t perfect of course, I wished I had another year to polish the design and increase sample size for stronger statistical significance. Although the research process was at times frustrating, and in a way temporarily decreased my desire to play LoL (repetitiveness sometimes makes things very boring), I am proud of myself: not only was I completing a 2-year honors program within a year, I was researching my favorite game on a topic that really hits home. In the end, this was more than just a school project, it was a personal accomplishment motivating me to combine my scholastic interests with everyday hobby, a challenge demonstrating my potential and capability through the heart of a researcher and a gamer.

In terms of personal reflections, there were two ideas that stood out to me the most in this experience: to ask questions, and to find answers. I will never forget how my mind was full of wonders after that tournament event, I had so many questions about my feelings, myself, the community, the experience, and underlying social theories. Thankfully, my advisor listened to my questions and enlightened me to ask more. Because this was what psychology about, it’s to study and question our behaviors and minds.I will also never forget how my heart was full of empowerment after Miss Representation, I wanted to become a part of this narratives, this movement, and this awakening call. Because we deserve better. I want to see more diversity in female figures in video games, I want to see less body objectification in video games, I want to see more female leadership in video game industry, and I want to see less harassment and sexual comments being aimed at female gamers.

And maybe, just maybe, I can be a part of this awareness movement on hypersexualization in video games, one game at a time. I can contribute to the improvement of my favorite game, one research project at a time.


Guicheng “Ariel” Tan is a new professional working in student affairs for almost a year now! She graduated UC San Diego in 2015 with distinction in psychology, and researched on the effect of hypersexualization in video games. Since she finished college in three years, Ariel decided to make her 4th year a “practicum year” by working for graduate and family housing department at her institution. She currently serves as the Leasing Consultant, providing residential life services and community programs for her residents. Ariel’s passion within the geek culture is combined with her social justice interest, she is interested in the effect of entertainment media on people’s self-perception and identity formation, as well as the impact of online community on real life community in this digital age. While her favorite anime is Sailor Moon, Naruto and Detective Conan (although that series is getting way too long), her favorite game is League of Legends and Chinese Paladin (a classic RPG in China). Connect with her on Facebook and LinkedIn!

#SAGeeks - Lessons from Anime Mentors

The SAGeeks series is all about celebrating the geeky and nerdy sides of all of us working in higher education and student affairs. The series is edited by Jenn Osolinski and Lynne Meyer. Check out our resources page for more geeky goodness.

Working in student affairs in higher education is a mostly rewarding but at times discouraging experience, and mentorship is often a great tool for us to stay motivated and guided in the field. While most of my mentors are colleagues with pronounced resources and experiences, some of them are characters with faithful dreams and pure hope. Many anime characters are gifted with incredible talents and humane missions, and I’ve always been inspired by fantasies where a girl or boy battled against destructive evil minds through a daring journey. Although my fictional “mentors” are born with extraordinary power and fate, what influenced me the most is their copious amount of love for humanity as a whole, and progressive ideals for a hopeful tomorrow.

Sailor Moon is a series that I continue to reminisce about. The original manga series had so much more complexity than the iconic TV series, as Naoko Takeuchi portrayed strong female leaders when females were viewed as “the weaker sex”. Sailor Moon, along with her squad, symbolizes love and justice: they are girls who walk the frontline, who save their loved ones, who protect their dreams. My mentor Sailor Moon Usagi, was introduced as an ordinary schoolgirl who was not the best at anything compare to her peers. But while Usagi’s weaknesses are too obvious, her genuine care for others, her abundant optimism for goodness, and her ultimate understanding on the duality of light, all point towards her greatest gift: the power of inclusion. In the end of the manga series, Usagi faced a dilemma when destroying her foes for a new start means wiping out everyone else as well. She realized darkness is where the light did not reach. Peace and war, love and hate, joy and pain are pairs that co-exist in the universe, therefore destruction was never the solution, as we will be eliminating hope instead of eliminating hatred. In the duel between light and darkness, the healing came from her argument that darkness exists because of the hope for light. Instead of excluding darkness using destruction, Usagi chose to overcome darkness through light, warming broken hearts and saving it all.

Similarly, Naruto Uzumaki from the Naruto series possesses the same boundless love that reaches anyone. For a very long time, Naruto’s persistent pursuit on talking people out of conflicts bothered me so much, but now I’ve begin to see his conversations differently. Through dialogues, we’ve learned that the cruelest enemy has a neglected childhood, and the most merciless killer has a mistreated past. They all have monsters they are fighting within, and we are all seeking acceptance in this world. For Naruto, half of his battle is trying to surpass enemy’s power, while the other half is trying to sell his vision-the ultimate peace. Ninja world is supposed to be a place where mission accomplishment and power supremacy overshadows joy of life. Competition and war are cultivated as the social norm, and emotion is being scorned. But Naruto believes otherwise: he bought in the idea that our existence is to understand one another and live in harmony. How Naruto inspired Nagato to give up on extermination and to resurrect every battle casualties was kind of bullish but impressive. It is that moment when Naruto’s strength and power became insignificant, while his ability to listen and to connect liberated others from hatred and judgement. He attempts to preach forgiveness and hopeful future, utilizes his scarred past as motivational catalyst. Characters who were once rejected and haunted often perceive power as a means to a better end, whether it’s protection or acknowledgement. Naruto understands and recognizes that the true cause of violence stem from misunderstanding and mistreatment. So instead using his power to intimidate and subordinate others, he listens, he shares, he befriends those who were hurt before, transforming societal villains to community allies.

Two very similar and yet different blondes inspired me as a child and as an adult. They are not the greatest anime I’ve read, but they made me introspect the most. In our world full of ignorance and violence, it is easy to become discouraged while you are trying to fight for love and justice. People say your work is in vain, they don’t understand why you even bother, and they argue it is more important to be realistic. You look to your right and felt your heart wrenched with all the social justice issues, but you look to your left and found yourself so powerless in front of established system and structure. But the recognizing obstacles shouldn’t interfere with holding on your values, right? When my characters ran into disagreement and opposition, what did they do? Naïve or faithful, Usagi and Naruto offered their world something people in the past never experienced, leading their followers through optimism and fortitude. It is definitely idealistic, but isn’t this what following your dream was all about? To welcome and include others, to listen and connect to stories, and ultimately to be change you want to see.


Guicheng “Ariel” Tan is a new professional working in student affairs in higher education for almost a year. She graduated from UC San Diego in 2015 with distinction in psychology, and researched the effect of hypersexualization in video games. Since she finished college in three years, Ariel decided to make her 4th year a “practicum year” by working for graduate and family housing department at her institution. She currently serves as the Leasing Consultant, providing residential life services and community programs for her residents. Ariel’s passion within the geek culture is combined with her social justice interest. She is interested in the effect of entertainment media on people’s self-perception and identity formation, as well as the impact of online community on real life community in this digital age. While her favorite anime are Sailor Moon, Naruto, and Detective Conan (although that series is getting way too long), her favorite games are League of Legends and Chinese Paladin (a classic RPG in China). Connect with her on Facebook and LinkedIn.

#SAGeeks - Some Epic Nights with Board Games

The SAGeeks series is all about celebrating the geeky and nerdy sides of all of us working in higher education and student affairs. The series is edited by Jenn Osolinski and Lynne Meyer. Check out our resources page for more geeky goodness.

When I first read that there would be a blog series about “geeking out,” I knew that I had to write something. But I wasn’t sure what my topic would be. Would it be my intense love of Star Wars? What about Game of Thrones? Harry Potter? After some thought, I came to the realization that I needed to write about something that I have recently started to geek out about. Board games. I’m not talking about Monopoly, Sorry, or the Game of Life. I’m talking about epic, hours long, thematic games.

I was first introduced to many of these unique, intricate board games through my current boyfriend. These board games have taken up hours of my time on the weekends and have brought my friends closer together while threatening to tear us apart. Trust issues become serious problems in the board game world.

There are a few board games in particular that I would like to highlight for you, dear reader. These board games are some of my favorites and the best part about them is that they have taught me so much about myself and the world of Student Affairs.

 

T.I.M.E. Stories

This is the most recent board game that I have played. The plot is simple.

Your team of friends are time agents who must go back in time to prevent temporal faults and paradoxes that threaten the whole universe! The best (or worst?) part of the game is that you cannot fail permanently. You will travel back in time as many times as is needed for you to successfully complete the mission. This means that you can play the same story over and over again until you get it right. Wouldn’t it be nice if we got infinite do-overs in the real world? Each story requires the team to solve puzzles and roll die to try to kill your enemies.

The cooperative style of this game relates directly to the work we do in Student Affairs:

Failure

How often do we have to work together, depend on each other to complete our work on time, and when we fail, have to pick up the pieces and try again? Daily. Many times, failure isn’t an option for us. We can’t fail that resident struggling with conduct behavior because if we do, they may drop out. We can’t fail to pull those grade checks for that Greek chapter because their headquarters needs them.

Patience

When you fail to solve that puzzle for the 3rd time, you want to throw your hands up and give up. But you must have the patience to continue. Persist through your frustrations. When a staff member asks questions for roughly 10 minutes of every staff meeting, it is easy to get frustrated with them and stop answering the questions. This is when patience is so necessary. Without patience, so many situations would cause us to throw in the towel and call it a day.

 

Dead of Winter

In this game, you play as a team of survivors who have set up a colony during a zombie invasion in the middle of winter. You can pick different goals and players each time you play. No matter your end goal, you must roll dice to attack and kill the zombies that have invaded your colony while searching through card decks at locations outside of the colony to aid in your mission.

At the end of each round, you must feed your survivors and survive any zombie spawns. If you fail to feed your survivors, the morale of the group is lowered and if it gets to zero, you lose the game. Throughout the game, you have the option to allow helpless survivors to join your colony, but you will have to feed them as well. This game is about weighing your options, chances, and hoping for the best.

Taking Chances

Sometimes we have to search a deck of cards, hoping for the one card that we need. Sometimes we get that card. Sometimes we don’t. Positive changes are rare when you don’t take a chance. That new involvement initiative you created could fall flat. A brand new, large scale program that you spent thousands of dollars on could only bring in 100 students. Or it could bring in 2,000 students and become a new campus tradition.

Helpless Survivors

Sure, in Student Affairs we probably won’t have helpless survivors who want to escape zombies, but we will have students who need our help. These students may not be able to offer much, but that doesn’t mean we should abandon them in the cold. It is so important for us to recognize when students are struggling and to help them with the resources we can provide.

 

Board games have provided my friends and I with countless hours of frustrating, stressful, and fun entertainment. We have learned so much about ourselves and each other while rolling die, solving puzzles, and moving pawns across boards. I have developed a love so extreme that I have potential board games bookmarked on my web browser. I am a proud Student Affairs board game geek.

No matter what you geek out about, make it fun.

Geek on.


Kelsey Murray is a Hall Director at the University of Tennessee at Martin. She is a Colorado native who transplanted to Tennessee. In her free time she enjoys binge watching Netflix, playing her ukulele, and obsessing over her cat, Penny Lane.