Abstract
Throughout the Final Fantasy series, gender exists both as much as a rigid categorization for many central characters as a complicated, subversive dimension in the very same figures. This chapter examines several series characters in order to explore how these texts demonstrate a traditional performance of gender while also offering several moments and figures that queer the performance of gender. The series establishes traditional gendered types throughout, but these same texts include figures and events that deconstruct the very gender binary that the series develops. This chapter examines the interplay of rigid, traditional gender roles and the subversions of these roles.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Henceforth, I shall refer to specific titles in the Final Fantasy series with the acronymic FF followed by the number/subtitle where appropriate. For the series in general, I will continue to use the entire title.
- 2.
In role-playing games , rogues occupy a mechanical position within a support and offensive spectrum, either as ranged attackers or as fast and skilled warriors. Rogues are characterized by swiftness and deception and tend to be ineffective in direct confrontation.
Bibliography
Brice, Mattie. 2011a. Women, the Ensemble, and Narrative Authority in the Final Fantasy Series. Alternate Ending, February 28.
———. 2011b. It’s Time to Talk About It: Atlus, Naoto, and Transphobia. Alternate Ending, August 30.
Burn, Andrew, and Gareth Schott. 2004. Heavy Hero or Digital Dummy? Multimodal Player-Avatar Relations in Final Fantasy 7. Visual Communication 3 (2): 213–233.
Burrill, Derek A. 2008. Die Tryin’: Videogames, Masculinity, Culture. New York: Peter Lang.
Butler, Judith. 1990. Gender Trouble. New York: Routledge.
Chen, Jin-Shiow. 2007. A Vision of Multiple Genders: Cross-Cultural Learnings in Asian Countries from the Images of Kuan Yin and “Bishōnen”. Journal of Cultural Research in Art Education 25: 91–103.
Chizuko, Ueno. 1996. The Making of a History of Feminism in Japan. Asian Journal of Women’s Studies 2: 170–191.
Dickenson, Kevin. 2011. Misconceptions About Silent Protagonists in Video Games. PopMatters, February 7.
Fantone, Laura. 2003. Final Fantasies: Virtual Women’s Bodies. Feminist Theory 4 (1): 51–72.
Filipowich, Mark. 2011. A Profile of Cloud Strife. bigtallwords, November 17.
———. 2014. The Narration and Abstraction of Bodies in Games. bigtallwords, March 5.
Fox, Matt. 2013. The Video Games Guide: 1000+ Arcade, Console and Computer Games, 1962–2012. 2nd ed. Jefferson, NC: McFarland & Company, Inc.
Genereux, Randy, and Anne McKeough. 2007. Developing Narrative Interpretation: Structural and Content Analyses. The British Journal of Educational Psychology 77 (4): 849–872.
Halberstam, Jack. 1998. Female Masculinity. London: Duke University Press.
Hemmann, Kathryn. 2016. Magic and Gender in Final Fantasy VI. Kill Screen, August 16.
Howe, Austin. 2016. ‘I Didn’t Turn Out Ok at All’: Interrogations of Masculinity in Late Final Fantasy. Presentation at the Oregon Game Studies Conference, Eugene, OR, February 4.
Ito, Mizuko. 2008. Gender Dynamics in Japanese Media Mix. In Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, ed. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun, 97–110. Cambridge, MA: MIT Press.
Lazzaro, Nicole. 2008. Are Boy Games Even Necessary? In Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, ed. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun, 199–216. Cambridge, MA: MIT Press.
Ligman, Kris. 2014. Queerly Anime. Medium, January 22.
McKevitt, Andrew. 2010. “You Are Not Alone!”: Anime and the Globalizing America. Diplomatic History 34 (5): 893–921.
Mizuno, Hiromi. 2007. When Pacifist Japan Fights: Historicizing Desires in Anime. Mechademia 2 (1): 104–123.
Saito, Kumiko. 2014. Magic, Shōjo, and Metamorphosis: Magical Girl Anime and the Challenges of Changing Gender Identities in Japanese Society. Journal of Asian Studies 73 (1): 143–122.
Tsutomu, Sugiura. 2008. Japan’s Creative Industries: Culture as a Source of Soft Power in the Industrial Sector. In Soft Power Superpowers: Cultural and National Assets of Japan and the United States, ed. Watanabe Yasushi and David L. McConnel, 128–153. Armonk, NY: East Gate.
Vint, Sherryl. 2007. Bodies of Tomorrow: Technology, Subjectivity, Science Fiction. Toronto: Toronto University Press.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 The Author(s)
About this chapter
Cite this chapter
Filipowich, M. (2018). Maidens and Muscleheads, White Mages and Wimps, from the Light Warriors to Lightning Returns. In: Harper, T., Adams, M., Taylor, N. (eds) Queerness in Play. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-90542-6_7
Download citation
DOI: https://doi.org/10.1007/978-3-319-90542-6_7
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-90541-9
Online ISBN: 978-3-319-90542-6
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)