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The impact of video games on teenagers
How sexist is the gaming world
Effects of video games on youth
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Equal Gender Representation in The Gaming Franchise 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. The Industry Since their beginnings, by both female and male gamers have enjoyed video games. They are so beloved by their followers that the annual Entertainment Software Association reports the gaming industry at an estimated $17 billion dollars franchise; globally that number increases to $67 billion of which 48% is female and 52% male. Females are also part of the gaming population, representing 47% while the males represent 53% (E.S.A., 2012). This means that both males and females support the gaming industry, as well as production of their products, both financially and through its use; although, the gaming industry does not share this same support of gender equality. The 11th Annual Sal... ... middle of paper ... ...ce Review, 106(3), 533-547. doi:10.1017/S0003055412000329 National Center for Women Information Technology(2013). Retrieved Nov 3, 2013 from http://www.ncwit.org/ Nation's Report Card.(2005). 2005 High school transcript study. Retrieved Nov 3, 2013 from http://nationsreportcard.gov/hsts_2005/hs_over_1.aspx Pinchefsky. C. (2012). #1Reason why' hashtag explains why there are few female games developers. Forbes. Retrieved Nov 3, 2013 from http://www.forbes.com/sites/carolpinchefsky/2012/11/27/twitter-hashtag-explains Raja, T., (2012). Why It Sucks to Be a Woman in the Video Game Industry. Mother Jones. Retrieved Nov 3, 2013 from http://www.motherjones.com/mixed-media/2012/11/women- video game-industry-twitter-1reasonwhy U.S. Equal Opportunity Commission (2013). Laws, Regulations & Guidance. Retrieved Nov 3, 2013from: http://www.eeoc.gov/laws/types/harassment.cfm
Gender in sports has been a controversial issue ever since sports were invented. In the early years, sports were played only by the men, and the women were to sit on the sidelines and watch. This was another area of life exemplifying the sexism of people in which women were not allowed to do something that men could. However, over the last century in particular, things have begun to change.
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.
The main female critic exposed to numerous dangerous situations that Wingfield references in his essay is Anita Sarkeesian. Due to expressing her opinion on the stereotypes of women in video games, Anita has been receiving rape and death threats from people who disagree with her arguments (Wingfield 1). Wingfield included Sarkeesian’s experience to show an example of the things that women go through when they express themselves in the gaming industry (Winfield 4). The #GamerGate campaign, a twitter hashtag dedicated to intimidating female critics, is one of the factors that is promoting this negative behavior toward women. Wingfield claims that ever since this campaign has initiated, the threats against women have become more intense. Although this behavior seems to have started to occur recently, the harassment is stemming from “larger changes in the video game business that have redefined the audience for its product, expanding it well beyond the traditional young male demographic” (Wingfield 5). This shows that gamers are not only reacting negatively to gaming criticism done by women, but it also shows that their reaction is occurring because of the changes that have been applied to
Video games have both a positive and negative impact on youth attitudes, behaviours and perceptions, as with other forms of media, and thus, it is important to understand the complications that arise alongside the growing numbers of youth playing video-games. According to Cambridge Dictionary, gender-discrimination is defined as the unequal treatment of a particular sex in contrast to the opposing sex which is based on gender-differences, predominantly, a situation where a female is discriminated by a male. In relevance to video-games, female characters are excessively under-represented and in majority, take only passive roles in relation to men. In a research experiment conducted in September, 2000, the Federal Trade Commission’s (FTC’S) verdict concluded that there were more gender-neutral or unidentified gender variations, such as animals, or aliens, ...
Within the gaming industry, whether it is within the PC gaming industry network or the general gaming industry network, sexism exists. This is supported by the findings discussed within this case study. One such example is: “60% of women in the game industry have experienced sexism... Almost 77% of women and about 55% of men have female friends in the game industry that have experienced sexism.” (Allaway, 2014)
These gender traits have been deeply ingrained within our culture. After decades in which society perceives women as submissive and dependent, gender stereotypes start to take form. One of the stereotypes, resulted from gender roles, is videogames as a male activity. This is clear when coming across toy aisles in local stores. There are explicit gender divides and evident signs indicating which toys are for which gender. In the video game section, it is not as blatant but it is clear that it is appealing to boys. This conception of video games as a male interest, was heavily circulated from the ‘90s through television commercial, magazine ads and the media, as it often depicted boys playing games. It was found back in the 80’s and 90’s that boys were encouraged more to pursue fields in science or technology, whereas females were once again restricted to careers embracing more feminine qualities. As a result, throughout the years, there has been an underlying idea that video games are assigned to males. Therefore, gender roles hold a considerable amount of influence as to why there is a lack of female representation in the gaming
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
...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.
The Representation of Females in Gaming 2015 marks the release of the second game in the reboot Tomb Raider franchise, Rise of the Tomb Raider, staring Lara Croft on another one of her action packed adventures. Thus marking the chance to talk about the representation of females in gaming. Lara Croft is the most famous female protagonist in gaming from the last three generations of console but before her rise to fame, the gaming community had the Metroid series’ to play. Metroid defined gaming with the “original jaw-dropping moment”.
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
In order for female gamers to successfully fit into the dynamic of the online gaming community, the developers ultimately need to make appropriate revisions to their services. Suspensions, termination of service, and warnings would all be welcomed changes to the online gaming community to ensure the decline of
Since it began, the video game industry has been extremely dominated by men. Due to this, games are geared towards men in their young teens, early twenties. It was shown that video games where one can be someone they have a low chance of being in the real world are favored. Video games allowed men to be gang members, war heroes, soldiers, major sports stars and even aliens or elves. However, the overabundance of masculinity and testosterone led to sexism in games through the sexualization of women as well as male dominance in almost every aspect.
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
There was even one video that went viral on twitter recently of two girls fighting amongst themselves over who played a character better and who should be on the team. Sadly, this is a reality that many girls in video games face. So, what can we do to try and break these stereotypes, to help girls feel comfortable not just in the world of gaming but the world of technology as a whole? Well, we can start by encouraging more girls to learn about gaming and technology instead of alienating them.