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Sexism in video games essay
Violent video games and their effects
The violent side of video games
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Even in the virtual world, male completely dominates over women in video games. Meaning that there are a number of male characters while lacking in female heroins. In almost every game that has been used in the sample by Tracy L. Dietz show that there are few to none female heroin characters, while male characters are used almost exclusively. According to Dietz, “ The most common portrayal of women was actually the complete absence of women at all. In ten of the videos that have characters, there were no women. Thus, 30% of the videos did not represent the female population at all (Dietz 434)”. This quote supports the argument that female characters are not present due to the male dominance in a virtual world. These games tend to lack female …show more content…
Tracy L. Dietz carefully analyzed 33 popular Nintendo and Sega Genesis video games and by doing so she has come to realization that the case she is studying requires to focus on every possible scenarios of the case and examining it contextually is the only way for it to be fully understood (Yin 546). According to the article, one of the most common theme of the studied popular Nintendo and sega genesis games were violence. The games were reviewed to determine whether or not aggression or violence was part of the game and if so, if it was a socially acceptable or normal form of aggression such as that found in sports, or if it was directed specifically at women. Dietz states that, “ The remaining 79% of the games included some type of aggression or violence , ranging from aggression found in sports games to criminal victimization (Dietz 436).” The quote shows that almost every game that was studied had violence as a part of the game, between both genders. Dietz also states that, “ Twenty-one percent of the games included some form of aggression or violence directed specifically at women. Typically these included the violent victimization of a woman that began the game (Dietz 437)”. The author follows it up with, “ Finally, nearly half of the games (N = 16) were found to have violence or aggression directed specifically at other characters. These games typically involved some type of fighting, however, several included aggressive activities that were directed at non-human like characters (Dietz 437)”. This two quotes can be supported by a very popular game called Mortal Kombat 2. The violence in Mortal Kombat 2 is quite graphic and very “realistic”.The game has numerous fighting features which are considered as too “graphic” for the players to handle. Even though this game provides the players to choose
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Dill, Karen E. and Dill, Jody C. “Video Game Violence: A Review of the Empirical
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...
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
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.
As of 2010, according to a study of 1,000 people done by the Institut National d’Etudes Démographiques, 50.4% were men and 49.6% were women. As of 2003 and of the two thousand characters in video games studied by Children Now, 64% were men and only 17% were women (The male and female populations section, para. 1). There is an obvious discrepancy in the way that women are portrayed in video games. The lacking and often negative depiction of women in video games violates their intrinsic value. Intrinsic value is the revolutionary idea that people deserve to be treated with respect, dignity, fairness, and equality. However, women in video games are constantly disgraced. Women in real life deserve positive portrayals in video games that acknowledge
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
The dominant fantasy of video games is that their virtual violence directly correlates to aggressive behaviour in the mimetic world. When one escapes from the primary world and enters into the secondary world of a video game, the gamer experiences all the acts of violence and considers this violent behaviour as acceptable. This results in a growing trend involving players murdering their siblings and even their parents; and shockingly, young children have carried out large-scale planned attacks. Parents are the ones to be blamed because they are the ones who purchase these violent games. Even though, these games are clearly rated “M” or 17+ parents still purchase them for their young children. This dominant fantasy can also be wrong, some gamers can tell the ...
Sexuality and identification were never a focus point in the development of video games, since as history proves, the majority of gamers in the past were white males. Minorities in the gaming world were not considered when creating characters and establishing plots, until now. In the past, there were quite a few companies that presented characters whom exhibited traits of various sexual origins, but now the modern gaming community thrives for the production of new characters. This evolution of gaming presents questions on the influential factors of media, specifically video gaming, to the minds of the youth. There is great excitement and negative reactions with the inclusion of customizable and prominent LGBTQ characters created in the modern
This leads to discrimination in online gaming where males discriminate the average female player. It is suggested that cultural norms have shaped the way sexes should and should not behave in social interactions, and therefore when a female acts assertively, males question the legitimacy of the behaviour and further harass the female. This can be seen in online VOIP lobbies where females are usually the minority and get put down by the male
There is the main stereotype that video games are for boys and girls have their own toys. Findings for gender representation in video games generally support past findings in that males are significantly more represented than females (Williams et al., 2009; Robinson et al., 2008; Miller & Summers, 2007; Burgess et al., 2007; Ivory, 2006). Much of the media and game designs promote the stereotype that video games is for boys. Burgess et al.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions