I've had a serious interest in comics/animation for about 45 years. I've had a professional interest for about 30 years.<p>I can't really comment on video game culture, from a personal point of view; obviously there were no video games when I was growing up. And the only video game that ever held my interest, other than for their graphics technology, was <i>Myst</i>; and it hardly had any people in it at all, objectivized or otherwise.<p>(I <i>have</i> been doing some work learning Blender the last few weeks. And a lot of the tutorials I've been working through have a definite gamer design aesthetic to them. I swear if I have to work through another youtube video about how to create an inappropriately under-clad-for-the-forrest elf girl, or sullen, post-apocalyptic hooker/warrior, I'm gonna barf...)<p>American animation has always been stuck at the grade school, pre-puberty level. So its gender problem is less objectification than it is the whole princess thingie.<p>However, for American comics the primary audience has pretty much always been sexually maturing males. (Historically, with a few notable exceptions, comics aimed at girls were created by men with little insight into what a female audience might like.) So it's not particularly surprising that the successful comic market caters to power fantasies, rebellion, and sexual objectification. And the fact that comics, again in the U.S., have usually been considered a third rate art form, means there's been no real incentive to conceal or domesticate the raw, naked id on display a lot of the time.<p>Now I actually have no real problem with that. Geeky teenagers who can't get a date, or have gender empathy issues are people too. I can relate. And a little misogyny, and misandry, can be fun at times. (There's nothing particularly uplifting and socially relevant about the Three Stooges either; but I still enjoy the occasional Nyuk and eye poke.) And certainly the over-the-top, operatic story lines would seem to require picaresque, allegorical characters, ripped from the collective psyche.<p>But, <i>damn</i>, a little variety would sure be appreciated.<p>If I accidentally wander into a comic book store these days I'm surrounded by little else but 40-60 year old S&M archetypes, minute variations on characters created years before most of the current audience were even born. And with a bipolar range of emotions, angry dominatrix to submissive sex kitten, that would make an anime/manga tsundere blush.<p>I lost interest in most American mainstream comics around 1975, mainly through boredom. Now there has always been higher quality work floating around. It's there if you look for it. But Sturgeon's Law applies, with the added characteristic that the 90% case is almost indistinguishable and frozen in time; and at adolescence. Sure the technology is getting better; we've got better reproduction and the distribution system is no longer random mafioso magazine distribution. But the literary style and moral compass is provided by Frank Miller, with art direction by Eric Stanton. It's an insular culture, with little cross fertilization with the rest of society, that keeps telling the same story over and over. Now the base story and its archetypes are not without their merits, but it's certainly not the be-all, end-all of the medium. It just seems that way sometimes.<p>A year or so ago, when the _Scott Pilgrim_ movie out, I really enjoyed it. After seeing it I immediately ran out and bought the graphic novels. I had almost nothing in common with the characters, the music and video game references were largely lost on me, but it was so nice to have something a little different than the dull thudding of the mainstream American comics Ur-legend. It was light, fluffy, with a novel, to me, storyline. And it had engaging characters. I found it very manga-like, both in its visuals and its approach to storytelling.<p>Which brings us to manga.<p>I got re-interested in comics around 10 years ago when the Japanese manga and anime started to become easily available. Now everything bad and/or chauvinistic that you can find in U.S. comics, and by extension, game culture, you can find in spades in the Japanese product; and that's what you usually find imported and bought by the U.S. comics companies and distributors. However, if you look at the bigger picture, at the market in Japan, there's much more variety and a generally higher level of literary and visual quality than you find anywhere else in the world for visual media. I'm not really sure why this is. Partly it is because there is much less stigma in their culture directed towards comics; but that doesn't explain the problems with video game culture over here. Over there not only boys read comics, but girls do too. And young adults, and even 40 year old salarymen and OL (office ladies). They have comics aimed at insurance salesmen, golfers, pretty much any kind of genre you can conceive of. The Onion would have a hard time parodying the variety of Japanese manga.<p>Now Sturgeon's Law still applies, but the absolute numbers are so much greater that the absolute numbers of the good 10% is much higher than over here. And the distribution of non-juvenile, male oriented material is much healthier. The anime and video gaming industries seem to be less so, but they do seem healthier than ours. And don't many of "our" more popular games come from Japan?<p>One big difference in Japanese comic culture, in addition to its size, is that it is much more of a participative one. Non-professional, fan created comics, or Doujinshi, are a major "craft industry" over there. Comiket, the biggest non-professional sales and marketing convention, routinely has half a million attendees, twice a year, with <i>30,000+</i> author circles, or groups, selling their often high quality amateur comics and visual novels. Now admittedly, the "adult oriented" Doujinshi get the most press, and a substantial percentage of the audience, but there's a lot of alternatives for those who want it. One of the alternatives is a form of erotic literature, some quite pornographic, and much of it quite good, created by women and aimed at women. I don't see <i>that</i> kind of thing in large demographic U.S. comics. Other than the Japanese imports, of course…<p>Maybe the solution to the U.S. game industry's geek image has to do with smaller scale, more diverse, more specialized gaming creation companies. With games aimed at demographics who aren't 14 year old males or those who were once 14 year old males and have never had an easily available and well marketed alternative. I'm not really qualified to speculate intelligently. That market may well exist and I'm just unaware of it.<p>If it does exist, I may be interested.