Sunday, October 8, 2023

Cyber Feminism and Gender biases in AI and Games

Hello Readers! I'm writing this blog in response to a thinking activity assigned by Professor Dilip Barad of the English Department at MKBU. In this blog, I will delve into the topics of Cyberfeminism and Gender Biases in AI and Games. This exploration aims to demonstrate our comprehension of one of the five cultural studies categories. For better understanding of cyber feminism visit the blog site of Dilip Barad sir. CLICK HERE


What is Cultural Studies?



Cultural studies is an interdisciplinary field that examines the dynamics of contemporary culture and its historical foundations. Cultural studies researchers generally investigate how cultural practices relate to wider systems of power associated with, or operating through, social phenomena. These include ideology, class structures, national formations, ethnicity, sexual orientation, gender, and generation.

cultural studies is a broad and interdisciplinary field that draws on a variety of theoretical frameworks, including Marxism, poststructuralism, postmodernism, feminism, gender studies, anthropology, sociology, race and ethnic studies, film theory, urban studies, public policy, culture studies, and postcolonial studies. Cultural studies scholars are interested in exploring the ways in which culture shapes our lives and our understanding of the world. They examine a wide range of cultural phenomena, such as popular culture, media, art, music, literature, and film. They also study the ways in which culture is used to construct and maintain power relations.

According to 'A handbook of Critical Approaches to Literature', there are five types of Cultural Studies:

1.British Cultural Materialism

2.New Historicism

3.American Multiculturalism

4.Postmodernism and Popular Culture

5.Postcolonial Studies

Introduction of Feminism:

According to Merriam Webster,

belief in and advocacy of the political, economic, and social equality of the sexes expressed especially through organized activity on behalf of women's rights and interests. 

The advocacy of women's rights on the basis of Gender Equality can be defined as Feminism. It is the theory of social, political and economic equality of the genders. Feminist theory is the extension of feminism into theoretical, fictional, or philosophical discourse. It aims to understand the nature of gender inequality. It examines women's and men's social roles, experiences, interests, chores, and feminist politics in a variety of fields, such as anthropology and sociology, communication, media studies, psychoanalysis, political theory, home economics, literature, education, and philosophy. Feminist theory often focuses on analyzing gender inequality.

Cyberfeminism:


Cyberfeminism as feminist theory and practice has grown out of an emergent use of digital media and new communication technologies. The concept was used for the first time by Australian artists’ group VNS Matrix in their Cyberfeminist manifesto for the 21st century, and soon after by British cultural theorist Sadie Plant. Cyberfeminism refers to a wide range of feminist practices, ranging from high theory to political techno-art, science fiction writing, game design, and activism. Cyberfeminist projects can usually be mapped in relation to two intersecting axes, one running between “theoretical” and “practice based” cyberfeminism, the other between “third wave” and “second wave” feminism.

Donna Haraway is the motivation and beginning for digital woman's rights with her 1985 exposition "A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century" which was reproduced in Simians, Cyborgs and Women: The Reinvention of Nature (1991).


Donna Haraway 

Theoretically oriented cyberfeminism, aligned with third wave feminism, operates primarily on a sophisticated theoretical level of feminist theory and technoscience studies, in relation to which feminist historian of science Donna Haraway’s cyborg is an emblematic figure. But in contrast to the use of the cyborg in, for example, mainstream science fiction as an illustration of hardened masculinity, Haraway uses the cyborg to represent transcendence of dichotomies such as mind/body, organism/machine, culture/nature, civilized/primitive, and, centrally, man/woman, implying movement toward a society where gender has ceased to matter, or at least matters differently. Historically, technology has been a male dominated, and the new technologies are still continuing this tradition. In the past 20 years, the world has seen an explosion in the field of information and communication technology. As technology becomes more advanced, and full societal access to information technology becomes more widespread, women are becoming liberated from the traditional patriarchal power structures that surround and engulf them. In gender roles, gender identity is breaking down, where our societal notions of being human, feminine, and masculine are in transition. This technology gives women the power to express their ideas to develop new business models, which has to be rational, visionary, and practical in order to get things done. 

Linking the term "cyber" and "feminism" produces a crucial new formation in the history of feminism and of the e-media. Each part of the term necessarily modifies the meaning of the other. “Feminism” has been understood as a historical and contemporary-transnational movement for justice and freedom for women, which depends on women’s activist participation in networked local, national, and international groups. It focuses on the material, political, emotional, sexual, and psychic conditions arising from women's differential zed social construction and gender role.   


Some of the key themes of cyberfeminism:

The relationship between technology and gender

The use of technology to challenge traditional gender roles

The creation of new forms of online community and communication

The promotion of social change through technology

Women's access to and control over technology

Cyberfeminism is a diverse and ever-evolving movement. It has been criticized by some for being too focused on technology, and for ignoring the experiences of women who do not have access to technology. However, cyberfeminism has also been praised for its innovative and groundbreaking work.

Cyberfeminists have been involved in a wide range of activities. Here are some examples of cyberfeminist work:

1. The VNS Matrix was an online community and art project that was created by Sadie Plant and Laura U. Marks in 1993. The VNS Matrix was a space for women to explore their identities and to create new forms of art and communication. For more information visit the website of VNX Matrix The Cyberfeminist Manifesto for the 21st Century / VNX Matrix 



2. The Guerrilla Girls are a group of anonymous cyberfeminists who use art and activism to raise awareness of sexism and misogyny in the art world. The Guerrilla Girls have created a number of iconic posters and campaigns, including their famous "Do Women Have to be Naked to Get into the Met. Museum?" 



Gender Biases in AI:

Gender bias in AI can take many forms. For example, AI systems used in facial recognition software have been shown to be less accurate at identifying women and people of color. AI systems used in hiring and promotion decisions have been shown to favor men. And AI systems used in healthcare have been shown to be less likely to diagnose women with certain diseases.

Cyber Feminists are concerned about the potential for AI to perpetuate and even exacerbate gender inequalities. They argue that it is important to develop AI systems that are fair and inclusive, and that reflect the diversity of human experience. Cyber Feminists believe that AI has the potential to be a powerful tool for liberation, but only if it is developed and used in a fair and inclusive way. They are working to ensure that AI does not perpetuate and exacerbate existing gender inequalities. Cyber Feminists believe that the internet and other new technologies can be used to create new forms of community and communication, to challenge traditional gender roles, and to promote social change. They also believe that women should have equal access to and control over technology.


Here is a Ted talk video entitled: How to keep human bias out of AI? By Kirti Sharma 



Gender Biases in Games: 

Gender biases are pervasive in our society, and they can be found in many different areas, including games. Games are often marketed to boys or girls specifically, and they can reinforce traditional gender stereotypes.

Games are a popular form of entertainment for people of all ages. However, many games are designed with gender biases in mind. For example, many games that are marketed to boys focus on action, violence, and competition. On the other hand, many games that are marketed to girls focus on fashion, beauty, and relationships. These biases can reinforce the idea that boys and girls are interested in different things and that they have different strengths and weaknesses.



Princess dress-up games:

These games are typically marketed to girls and focus on fashion and beauty. They can reinforce the stereotype that girls are only interested in their appearance.

Cooking games: 

These games are typically marketed to girls and focus on food and cooking. They can reinforce the stereotype that girls are the ones who are responsible for cooking and taking care of the household.

Car racing games:



These games are typically marketed to boys and focus on speed and competition. They can reinforce the stereotype that boys are only interested in things that are exciting and dangerous.

However, the games listed above are just a few examples of games that can reinforce gender stereotypes. 

Conclusion:

Communication and information technologies are meant for everyone, and women should benefit equally from them. Women need access to information about career opportunities, research, marriage, health, child care, addressing sexual harassment, legal rights, entertainment, social issues, and domestic violence.

Unfortunately, there are societal barriers that affect women's access to technology. Gender differences won't naturally disappear unless policymakers and stakeholders take action. The government should support women financially to access the vast information on the internet and support their ideas. Cyberfeminism focuses on how technology impacts women's lives and culture. The internet connects women worldwide, allowing feminists to fight against racial and gender inequalities. To progress as a country, it's crucial not to overlook empowering and educating women. Since both men and women can access the internet, women should also be involved in the development of technology. Cyber feminists understand the new technologies as necessary for the economic and social restructuring that productively affects the state of women.  

Thanks for visiting. I hope you find it beneficial!

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