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Essay on sexism in game industry
Essay on sexism in game industry
Gender roles and video games
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Gender disparity in video games is a topic that both scholars and major gaming icons have discussed before. However, the topic recently resurfaced with the upsurging population of female gamers. For the majority of history video games were associated with males. Therefore, the integration of females was a spectacle that caused a massive culture shock. Many members of the gaming community were unsure how to handle the change and took to discriminating females. While discrimination may seem unimportant, many scholars and icons believe it is a prominent factor of gender disparity: an environment which typically favors males, a hostile or “toxic” atmosphere, and repeated stereotypes all manifest certain behaviors of both genders that can cause …show more content…
She starts her article with a collage of screenshotted statements from male gamers to female gamers. Each statement contained some sort of threat, sexual comment, or discrimination towards the women in which they were directed. Prior, Christopher Rosen took notice to the problem as well. Dinwiddie supported Rosen’s evidence as she displayed both the collage of screenshotted statements and mentioned Sun-Higginson’s 2015 documentary GTFO akin to what Rosen included in his testament eight months before. These authors speak to each other claiming there is a disparity between males and females in terms of treatment. However while Rosen focuses on female gamers in the competitive gaming community such as Miranda Pakozdi and a panel at the popular PAX East Gaming Convention, Dinwiddie focuses more on the layout of the game. One piece of evidence Dinwiddie uses in her article is an infographic published by the developers of League, Riot Games. In the infographic section of “Who Plays” shows that 90% of players were male (Qtd. in Dinwiddie). However, Dinwiddie supports that astounding statistic to show that due to this audience base, the game also has a platform catered to males. She uses the example of the microtransaction commonly referred to as a skin. A skin can be bought with real currency to alter the …show more content…
In Feng’s paper, she took a more analytical route noting that video games improved gender disparity in spatial cognition. Other authors including Ratan and his colleagues mentioned the benefits of spatial cognition in their articles. However Feng narrows in on why decreasing the gap is so beneficial, “Superior spatial ability is related to employment in engineering and science (McGee, 1979), and females, who typically score lower than males on tests of spatial skills, are underrepresented in these fields, with worldwide participation rates as low as one in five.” (Qtd. in Feng). Feng deducts that without video games there is a huge gap in performance between males and females when it comes to spatial cognition which in consequence leaves females with a lesser chance to get into engineering and science fields. However, she testifies that with females’ spatial ability increasing due to video games that gender disparity is now becoming smaller allowing the same opportunities to become available to more people. This refreshing view reverses the conversation to not only look at how gender disparity only affects gaming, but how gaming also affects gender
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
Blatantly sexist laws and practices are slowly being eliminated while social perceptions of "women's roles" continue to stagnate and even degrade back to traditional ideals. It is these social perceptions that challenge the evolution of women as equal on all levels. In this study, I will argue that subtle and blatant sexism continues to exist throughout educational, economic, professional and legal arenas.
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
Unfortunately, gender discrimination starts as early as birth and becomes more evident with time. Men are expected to be independent, competitive, dominant, confident and even aggressive.
And after many researches, it been found that men are more addicted to video games, because most of games reflects their actions and behavior, and the type of games they play are usually contains violence and, action. And the male characters are always represented as a muscled and tough men. Unlike females they are less addicted to video games, because when they found most of games contains violence, and their naturality is usually calm and soft, they stayed away, so they turned to adventure, and puzzle games. But what made arguments is the representation of females, they were often shown as a sex object, and that because game designers tend to please male players, more than females because their percentage is higher. Games industries are willing to change the representation of each character from different gender in next the generation of games. but will it be more successful than the way genders are being represented now
The sun, that shines ever so brightly, wakes you from your deep slumber. It is noon. Exhilarating dreams of being a secret agent illuminates your mind, but cannot be expressed in the real world, so you close your window blinds. As you walk away from reality, a light bulb then appears above your head. You have an epiphany. You realize you can be the crime fighting, devious, secret agent you always wanted to be, but you must do one thing first—turn on the game console. You are now channeling yourself into a different world, where every fantasy you have ever had is considered normal. As you continue to dwell in your fantasy, you encounter a very submissive woman with enormous sized breasts, and other curvy features to match—features that then become expected in the real world. Although, there are others that disagree, this hypersexualization of female characters in video games is taking a toll on gamers, by portraying fantasy to be something real. Gamers are becoming more prone to objectifying, and expecting women in the real world to have unrealistic bodily features. Also, based on the negative connotation that these video games entail, females are discouraged to play such video games, because it leads to negative self-perceptions. Consequently, hypersexualizing female characters in video games should be discouraged because it teaches gamers to accept stereotypical views of women, desensitize them to interpersonal violence, and, worst of all, it causes female gamers to have negative self-perceptions.
Through its enthralling investigation of misogyny in the video game industry powered by male dominated culture, the documentary GTFO: Get the F&#% Out directed by Shannon Sun-Higginson calls attention to the harsh reality women face when gaming. It was particularly interesting to see how if we look at all the factors that have evoked this awful image regarding women we could have a better understanding as to why misogyny exists and what we can do to change it. I’ll specifically explore Sun-Higginson’s examination of the representation of women in video games in order to consider how their sexist portrayal elicits objectification, discrimination and aggression from men. First, I’ll discuss stereotyping in video games as well as examine how male
Discrimination happens every day, whether inadvertently or not. This mindset has been practiced for thousands upon thousands of years. We live in a society that is quick to judge other individuals based on their cultural background, race, age, even their financial status. Discrimination has been an ongoing issue throughout the world since the beginning of time. Women, throughout history, have experienced discrimination first hand for a long time. The women’s cultural background, race, financial status mattered, but not as much as the fact that she was a woman first. For example, women were thought of as fragile individuals with bodies that were not built to a man’s standard. For thousands
One of the reasons for this state of affairs is the efforts of game studios to ensure that the culture of game production remains male (Nakamura 83). Another reason includes the fact that gamers tend to view abusive discourse as an intrinsic quality of gaming culture. For example, gamers differentiate between profanity, or “trash talk”, and “discourse that crosses the line” (Nakamura 85). While some people think that “trash talk” is an inevitable part of gaming competitions, others believe that racism should be ignored, making a receiver personally responsible for discarding it. Thereby, the main paradox of game, race, and gender studies reaches its climax in revealing that abuse acts as discursive waste and an intrinsic aspect of gaming culture at the same time (Nakamura 86).
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
Video games have become a very popular medium in the past forty years since the first home game console, the Odyssey, was made in 1972. More people every year are playing video games, including females. With the increase of female gamers, however, there have been a number of issues that have caused problems for females, which extends from something minor such as males being astonished that they are even playing video games, to even some males constantly telling them what to do and even insulting them for their actions. The short story, “Select Character”, gives a precedent on how male gamers can cause problems for females and why they end up doing that. “Select character” tells the story of a woman who plays his husband’s video game, and in
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
...or and the way they dress up. From this it concludes that the media and online gaming can create and reinforce gendered behaviors. Those video games affect the child identity and their perception of others.
Some scholars explain this shift in equality with the increase in female game developers (Lynch 2016). Though only at twenty-two percent, female developers continue to shine a light on the lack of female presence. This expanding audience and the prevalence of mobile gaming has fueled the diversity of
Discrimination is the unjust or prejudicial treatment of different categories of people or things, especially on the grounds of race, age, or sex. In today’s society, men are being discriminated against through the media, suffering from parental custody discrimination, being discriminated against in the courtroom and even for their choice of career. BBC reporter David Benatar said that, “the second sexism is that across the world men are more likely to be conscripted into the military, be victims of violence, lose custody of their children and take their own lives” (Castella, 2012). Even the way men are being portrayed on television and in film plays a big part in how they are treated in real life situations.