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Gender roles and video games
Gender roles and video games
Gender and video games (essay)
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Videogames as a creative media platform has grown greatly in the past 20 years. However as video games grow in popularity, it’s expected that they will develop age old stereotypes along the way. Women in particular are often targeted by video game stereotypes; one of the most popular and well recognized of said stereotypes is the damsel in distress trope. The damsel in distress trope is when a female character is placed in a dangerous situation from which she cannot escape on her own and must be rescued by the protagonist who is usually a male. This plot device can occur in several different ways in video games, whether it be through kidnapping or possession. This cliché acts as a plot device providing a core incentive or motivation for the hero of the story to continue in their perilous quest.
One of the most notable and prominent examples of a damsel in distress is Princess Peach (or Princess Toadstool) from the Super Mario Bros Series developed and published by Nintendo. Princess Peach is a dainty, feminine figure who is frequently kidnapped by the main antagonist of the Mario Franchise, Bowser. In fact, out of 15 games of the main Mario series, Princess Peach has been kidnapped in 13 of them often only appearing at the very beginning and end of each game. Super Mario Bros 2 for a long time was the only main series Mario game in which Peach was a playable character. However, keep in mind that Super Mario Bros 2 was just a reskin of a pre-existing game and that the only reason why Peach was included was because Nintendo needed an extra model. It would be almost 25 years before the next game Peach was a playable character in was released; Super Mario 3D World the only other main Mario Series game in which Princess Pea...
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...wever does that mean companies should continue promoting the stereotype? Of course not, by continuing to add the trope to games we will only make the gamer audience that more close minded, in order to reach a more diverse and branched out audience, companies should be publishing more games with a strong female lead. A lead which doesn’t rely on sex appeal, but instead has a defined personality that surpasses the “I am a girl, that is what makes me interesting,” trope. The belief that women should always be the damsel is wrong, but the thought is reinforced when women are continuously portrayed as frail, fragile, and vulnerable creatures in a media such as Video Games. So while I’m not saying that video games created the sexism trope and should be blamed accordingly, I believe that these fictional worlds should move on from such biased thoughts as the real world has.
Even though I found solace in the female video game characters of my childhood as these icons of Amazonian womanhood, with age I have come to realize that many of these female characters often rely on dated stereotypes. So much so, that many of these female characters become walking tropes, displaying only the most basic of female stereotypes: a love for shopping, makeup, and shoes. Anita Sarkesian, a feminist blogger who critiques anti-woman tropes in video games, created the name of this particular trope, the 'Ms. Male ' character. The 'Ms. Male ' character is defined as a female character with little-to-no personality or defining traits outside of traditionallly regressive “female” characteristics. This allows a game designer to take
Zoe Webster, our protagonist, (in the stereotypical Young Adult trope) has parents that have just divorced which, in turn, forces her to move to a small, unknown town with her mother. As we all know from other novels which use this same formula, the main character ends up feeling depressed, bored, and extremely annoyed with whatever parent took her – in this case, her mother. Zoe has always been a lot closer to her high up there father, and she establishes that very quickly in the start of her narration. She believes that moving to a new, public high school will be the death of her chances of getting into the preppy private school of her dreams so she can then go to college – which, she believes, to be her one chance at escape. Yet another
Most women in their childhood had probably dreamt of being a princess and meeting their charming prince. As Walt Disney’s figures have been influential in this sense, the ideal portrayal of princesses still attracts young girls who imitate them, their lifestyle and their physical appearance. In Sleeping Beauty (1959) and in The Little Mermaid (1989) the narration is focused on the search for true love, personified by a prince, for self-accomplishment. It is crucial to differentiate the representation of femininity of the two protagonists in the two movies to better understand if the role of Princesses has changed over those last thirty years. The main figures in both movies
The topic of over-generalizing characteristics of a man or woman has become a controversial debate. While both sides have valid points, Monika Bartyzel, a freelance writer who created Girls in Film, a weekly feature on “femme-centric film news and concerns” at theweek.com, argues in her gender stereotype article “Girls on Film: The Real Problem with the Disney Princess Brand” Disney has gone against their own perception of a princess, leaving young girls to believe they are only worth value if they are pink, sparkling and dependent on a man.
Leaper, Breed, Hoffman, and Perlman (2002) reiterates Junn (1997) findings that compared to women, men are overrepresented (Leaper, Breed, Hoffman, & Perlman, 2002). Leaper et al. conducted a time-based structured observational study by evaluating a total of 12 different child target television shows. They selected 3 shows from each of the following categories: traditional adventure, nontraditional adventure, comedy, and educational/family (Leaper et al, 2002). In addition, Leaper et al examined the number of characters in each film while also looking at the amount of time each character exhibited predetermined behaviors (talking fear, negative, physical aggression, victim, romantic, directive, politeness, and support) throughout the show (Leaper et al., 2002). At the conclusion of the study, Leaper et al. reaffirmed that female characters are underrepresented. In addition, however, Leaper et al. found that one genre, traditional adventure (“emphasizing a central male hero”) was more likely to contain gender stereotypical behaviors (Leaper et al., 2002, p. 1655). Ultimately, Leaper et al.’s conclusion can suggest to children that male characters’ overrepresentation in child-targeted media is because men are at the top of the hierarchy and are more important in society than women (Leaper et al.,
Kimmel elaborates on fantasy through gender stereotyping where he depicts men as having “biceps…upper torsos are so massive, their waists so small, and their thighs so powerfully bulging” (Kimmel 157). For the depiction of women they are “a sort of recently sexually ravaged look—with breasts so large and a waist so small” (Kimmel 157). Kimmel is implying that how we view gender-specific ideal beauty standards influence the way we imagine a fantasy world through the use of appearance. Since mostly men engage in video game media it seems that they dominate the video game world where they get to play a character that depicts what they want to look like. This is because it is common for males to freely express their own fantasy that they lack in reality. In addition, they play video games to be their ideal self. If they were to play a female character it would lean more towards the fact that it depicts what they want their dream girlfriend to look like. In Video Games and Gender by Michelle Zorrilla, video games have long been known as a male-dominated media. There would mostly be male characters than there are female characters because female characters are usually depicted as the subordinate character. Statistically “there were still more male characters (60%) than female characters (40%) on the Web site” (qtd in Zorrilla) in games such as Guild
A princess image is very specific and made clear through the descriptions of each princess. Every princess had long hair and all ware extravagant dresses. The princesses wore make-up, jewelry, and some type of head piece. They made sure the princess image was always clean and fashionable. The majority of the time for the princesses was spent interacting with animals, singing, or dancing and cooking, cleaning, serving, and grooming. I never saw a princess working or fighting. These unreal expectations to fulfill were unattainable. Growing up I thought that these princesses represent the social norm, but found out how unrealistic they were when I got older. Most princess stories follow the pattern of marrying her prince charming and then they have it all. Jasmine, Ariel, and Snow White were already princesses at the start of the movies. They really didn 't have anywhere to go, but they were able to achieve even more happiness by marrying the man of their dreams. Aurora and Rapunzel were also princesses from the start of the movie, but they didn 't know it. So, they lived modest lives and received their true inheritance at the end of the stories. Belle and Tiana were also able to find happiness by marrying the man of their dreams. In snow white she sings my prince will come written Barbra Streisandby and highlights gender roles. It begins “Someday my prince will come. Someday I 'll find my love and how thrilling that moment will be when the prince of my dreams comes to me”, this shows she is waiting for a man instead of facing her own problems. These princesses end up winning their man at the end due to the fact that they are so sweet, simple, and
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.
This paper tries to express how sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming females have contributed to the video gaming franchise. A small number of females have indeed contributed to the gaming franchise as a result of the industries no-girls-allowed mentality which strongly suggest that old saying boys-only. In this paper, I will examine current research relevant to the video game industry and its representation of the female gender, provide personal accounts of sexual harassment within the video game industry and offer my opinions of what could be done to begin the steps in an extraordinarily difficult journey.
Disney movies have a very narrow view of what women should be like. Since the arrival of the first Disney movie, Snow White and the Seven Dwarfs in 1937, the idea of it has expanded, but rather marginally. There is a clear distinction of what a young women should be and what she shouldn’t be. Those who do not fit the mold of Disney’s expectations are cast aside to become villains, but those who do, end up becoming the damsel in distress. Ultimately, these stereotypes are what influences young girls who watch these films, and can have devastating effects on their self worth and change their idea of what it means to be a women. Films like Sleeping Beauty, The Little Mermaid, Cinderella, and Snow White and the Seven Dwarfs,
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
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.
Video game industry have been representing female character as sexually objectified or shown as a victim who is in desperate need of help through male protagonist, this portrayal has negative effect on the mind of our generation and the gender roles they identify with.
The first video games didn’t call for much attention to gender as there weren’t really any humans present. Games such as Snake or Asteroids were really just a revolution in technology. As time progressed, gaming consisted of male-dominated industry whose
Women have been viewed as the weaker vessel compared to their stronger male counterparts since the beginning of time. From ancient mythology to popular modern media, women are easily portrayed as the damsel in distress, unable to take care of herself and constantly in the desperate need of being rescued. Women who stand up against this belief and make effort to support themselves were usually deemed fools, prostitutes, or worse, witches. While there have been mentions of strong-bred women in history such as Margaret of Anjou and Eleanor of Aquitaine, it has not become common theme until more modern times. The archetype of the damsel in distress is still a popular trend in media, but in society, women are now considered equal to men and no longer need to be rescued from circumstances.