The catch is, the game does not come with these models. The usage of lewd women became a popular and a very successful advertising strategy to attract male consumers. However, placing the female side by side with the game merchandise “[presented] them both as toys to be played with.” According to Anita Sarkeesian, a pop culture critic and the director of FeministFrequency, “[companies] are also selling games as a lifestyle in which women predominantly exist as passive objects of hetersexual male desire.” This contributed to the idea that women in games only served as visual enhancements to the gaming experience. In other words, women were visually appealing. They made the game more visually enjoyable to the male audience. Objectification of women sends a message to the consumers that women are nothing more than
The catch is, the game does not come with these models. The usage of lewd women became a popular and a very successful advertising strategy to attract male consumers. However, placing the female side by side with the game merchandise “[presented] them both as toys to be played with.” According to Anita Sarkeesian, a pop culture critic and the director of FeministFrequency, “[companies] are also selling games as a lifestyle in which women predominantly exist as passive objects of hetersexual male desire.” This contributed to the idea that women in games only served as visual enhancements to the gaming experience. In other words, women were visually appealing. They made the game more visually enjoyable to the male audience. Objectification of women sends a message to the consumers that women are nothing more than