Film > TV / Cinema Film: Sectors

REAL VIRTUAL BEAUTY

LOLA MULLENLOWE, Madrid / DOVE / 2023

Awards:

Bronze Eurobest
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Film

Overview

Credits

Overview

Write a short summary of what happens in the film

The short film depicts a day in the life of Cinthia, a stereotypical oversexualized female gaming character. After defeating an alien, Cinthia goes backstage to her changing room where she seems uncomfortable with her appearance. However, she then removes a body suit and mask, revealing her true and natural self, and appears happier and more comfortable. When the bell rings to signal her return to the game, she decides to go back as her real, authentic self.

Two stats appear on screen: "74% of female gamers feel underrepresented in the gaming world" and the second states that Dove is partnering with Unreal Engine and Women in Gaming to address this issue and bring about more inclusive representation in the gaming industry.

The film is inspired by the true story of Cinthia Dalama, one of the four protagonists who participated in Dove and Getty Images' Real Beauty image bank campaign.

Background:

The gaming industry's narrow beauty standards, established during the Lara Croft era, have a detrimental impact on female players' self-esteem and leave them feeling underrepresented. A recent survey showed that 74% of female gamers are still looking for more inclusive characters. Globally, 1.3 billion women play video games, with 60% starting before the age of 13.

For over 15 years, Dove has championed Real Beauty, aiming to provide a positive beauty experience accessible to every woman. The company achieves this goal by providing girls with self-esteem education and working to eliminate unrealistic beauty ideals in industries like media and gaming.

Describe the Impact:

The Real Virtual Beauty campaign was a huge success, with over 46 media outlets covering the story and reaching over 300 million impressions. The campaign's reach exceeded its initial goal by doubling the targeted 250 million impressions. The initiative was received positively, with 100% positive sentiment towards the campaign. Additionally, 85% of women surveyed expressed their preference for video games with more diverse representation.

This initiative led to a partnership with Epic Games’ Unreal Engine and Women in Games, kicking off the Real Beauty in Games Training, a course developed in partnership with Centre for Appearance Research and to help creators to reflect the diversity and avoid contributing to bias and stereotypes in design, equipping the next generation of players and creators with the tools they need to build self-esteem and body confidence.

Please provide any cultural context that would help the jury understand any cultural, national or regional nuances applicable to this work e.g. local legislation, cultural norms, a national holiday or religious festival that may have a particular meaning.

Historically, the gaming industry has been male-dominated and rife with stereotypes. Characters, especially female characters, are very often defined by typical beauty conventions.

Around the world, 1.3 billion women play video games, with 60% playing video games before the age of 13. The games industry still reflects the narrow beauty standards of the Lara Croft era, negatively affecting female players’ self-esteem and making them feel underrepresented, as 74% of female gamers still wish for more inclusive characters.

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