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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...
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.
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
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.
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
Discrimination based on gender or sex is a common civil rights violation. Discrimination continues to exist in all forms, despite the efforts to eliminate it. Skin color, religion, and sex are the central components of discrimination in the world. One specific area that has shown great improvements over time is gender equality. Throughout world history, women have been viewed as inferior to men. In the United States, women were not allowed to join the military or vote. The United States has made great strides in providing equal opportunity to all genders. In spite of the several laws and acts congress has passed, women are still viewed as subordinate people. Judith Lorber, Shari Dworkin, Bianca Grohmann, as well as Christopher Greenwell and
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).
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...
The media has profound things to say about the physical appearance of a woman. Studies have shown a “link between objectification and sexualization of women in media and an increase in violence against the female gender” (Everbach, 2). Additionally, “sexual objectification has a negative impact on women” (Everbach, 2). Video games are a form of media which sexualizes women. Video games are a male-dominated media (Zorrilla, 1), hence, majority of games are designed to satisfy the male gaze. These games generally support the fact “males are significantly more represented than females” (Zorrilla, 1).
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.
Dill explain in his article Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment that female video games characters are continuously shown as gorgeous, busty, scantily clad sex objects. This has been confirmed by many video game players that women have been portrayed as a sex object. Dill further explain how women in video games are under-represented and games rarely depict female heroes. This shows that female characters have rarely been shown in video games, and if so those female characters didn’t refl...
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...
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
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...