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Female and male comparing and contrast
Gender stereotypes esays
Gender stereotypes esays
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Various studies have been conducted examining the role of gender representation in game design, game play and game experience, in which these studies commonly conclude that females are often excluded. Females make up forty-seven percent of gamers in the industry and although their presence is becoming more encouraged into the industries society, most games still continue to gender stereotype woman through the use of over-sexualising them reinforcing the gender imbalance in society. There are multitude of ways in which sexism in video games have seemed to mirror real-life sexism and the unrealistic, degrading portrayal of the female sex. This emergence of sexism is an ongoing issue in the gaming industry causing serious controversy over a period of years, with games or game series such Grand Theft Auto demonstrating how detrimental the problem is. Grand Theft Auto 5, abbreviated GTA 5, released in 2013 (in text) present woman in the games that have been previously released with virtually no role to the story nor are they needed in the game, they are merely ‘eye candy’ for the male players. With the females in the game either flirtatious, provocatively dressed or lovers of gang members. Much debate has raged about the degrading portrayal of woman in GTA 5 which implement sexism traits such as objectification, sexualisation, being under presented and suffering sexual violence.
One of the most frequently cited forms of degrading woman in video games is the widespread trend of female characters to be in almost non-existent costumes presented as the ‘perfect woman’ with bulging breasts and an unrealistic tiny waist. The loading screens in GTA which expose woman as this ‘perfect woman’ place woman in provocative poses with a futile...
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...deo game blogger and venture capital analyst Bob Thomas says “things are moving in the right direction, with great games like the mass effect series, putting male and female characters on equal footing.” Over the decades gamers have matured, with audiences recognises the inappropriate content displayed. He stresses: “i don’t think the gaming audience accepts sexism lightly” and says that for companies “who are mature enough to acknowledge that their developers’ sex is not the basis of their creativity, the benefits are clear”. (Bates, 2012) The gender imbalance and stereotype of woman being weaker than males is reinforced through Grand Theft Auto. The times have changed, and with more video game publishes rebuking this stereotype and allocating more female roles in their games, it is about time that Rockstar, the producer of Grand Theft Auto, should follow suit.
Often in videogames female roles are over sexualized and over dramatized within the limited supportive roles that they play, often playing the role of the sidekick. When their the protagonist they’re reduced to nothing but sex icons to appeal to men. Often scantily dressed and a bust size within the D cup and up range. Characters like Lara Croft of the Tomb Raider Series debutting in 1996 and Bayonetta in her own series called Bayonetta which released in 2010. Yet even though they are far apart in terms of release they both feature a lead female role whom dresses in an obscene manner. Why is this? The simple truth is that sex sells, games with female characters with mini skirts and tight shirts generally manage to sell decently well. This causes an issue in the min...
Mikula, Maja "Gender and Videogames: the political valency of Lara Croft." Continuum: Journal of Media & Cultural Studies 17.1 (2003): 79.
Most of the current social work clients and workers are women. This gender is also over-represented among women, which implies that women continue to face considerable issues in the modern society despite the changes in the traditional role of men and women in the society. Social welfare policy are usually developed and implemented to confront various issues in the society including the plight of women. However, recent statistics demonstrate that social welfare policy does not always meet women’s needs effectively. This is regardless of the fact that sexism and heterosexism play a crucial role is shaping social welfare policy. Therefore, it is important to develop effective social welfare policy
In the article “Can a Video Game Lead to Murder?,” Ed Bradley reports on an incident in Fayette, Alabama involving the shooting of three police officers by a teenager and a multi-million dollar lawsuit against both the makers and sellers of the Grand Theft Auto video game. In his report Bradley uses inflammatory words, skewed facts, and quotes of prominent public figures to try and agitate uninformed parents and make them more conscious of games and the effects they may have on their children.
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...
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
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
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).
In doing this it presents a hierarchy based on gender, which is relevant in the modern world. Women must be “sexy to have power or they are a damsel in distress that is reliant on men” (Everbach, 6). Young children learn from this form of media and use these images to “undermine the power of females” (Everbach, 7). Video games depict what is currently going on in today’s patriarchal society. Game developers and companies must realize there is a need for balance. It is inevitable there will be games developed sole for males and solely for females. However, companies must market these games in a way both males and females will be interested in playing them (Kondrat, 180). To see a change, video games and all other forms of media need to empower women and remind society gender does not define you. Men and women are
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.
With video games being played more often by many ages, these games are becoming able to depict the world that these people are living in. Many games feature the modern world in them, but one in particular that is important is the game Grand Theft Auto V. GTA V is a game that has not been out for very long, but it creates a number of similarities to the modern world that people are living. Many people would consider this game to be such a parody of the real world. There are many aspects of the game, which depict almost the same things in the modern world. GTA V in particular, creates an impressive but monstrous satire on the modern life of people living now.
In conclusion, the video games that contain sexual themes becomes more graphically portrayed. And the video games that use Damsel and Distress plot reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes. As most of those games show female character wearing revealing clothes, which reduce their identity to mere sex objects. However, developer put emphasis on the masculinity and physical power in male character. They way those games portray female and male character it reinforces gender-role stereotype. This can negatively affect the identity and the perception of the person playing those games,
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...
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.
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...