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Academic articles on occupational sexism and female representation in the video game industry
Impacts of gaming on society
Effect of video games in society
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Recommended: Academic articles on occupational sexism and female representation in the video game industry
With the rise of technology, online video-gaming has become a large source of mainstream entertainment, for adults and children alike, along with television and also social media. While the overall usage of gaming has been viewed as a positive activity, as it helps boost the economy; exercise the brain of its players; and connect people from all over the world, unfortunately, it has some negative aspects as well. It has been proclaimed that a vast majority of videogames are misogynistic and display sexism towards women. This claim has evidence to support it too, that dates back to the 1980s. The forms of sexism in these games can come in many different ways. Some examples of sexism in this regard include the following: Having a lack of playable …show more content…
The display of misogyny is typically viewed as sexual discrimination or objectification of women or girls. Women often accept the misogynistic nature and tolerate it with a passive attitude since it is so widespread and ignored. Misogyny occurs when someone feels justified when they abuse, belittle, discriminate, attack, or violate a woman simply because she is a woman. Less violent forms of this can occur within home, school, and even job settings. For instance, a father may be blinded by his daughter's gender and treat her differently than he would a son; a college professor may discourage a female college student form pursuing careers that are typically dominated by men such as engineering, mathematics, and the sciences; and lastly, an employer may be inclined to pay a female less than a male employee or even be reluctant to give that female a raise in pay, regardless of her work ethic. Men calling women derogatory names in public and focusing on their appearance and nothing beyond that adds to the many examples of this everyday crisis. In general, objectification is when a woman is seen only as a source designed specifically for sexual satisfaction and content, yet another form of misogyny. Not only can men display misogyny, but females can too. This is a lesser form in which women use the widely accepted misogynistic practices against women they dislike or see themselves in …show more content…
The market research firm Newzoo released to the world that the video gaming industry was suspected to be worth approximately $99.6 billion. According to Statista.com, the industry actually occurs $101.62 billion. Gaming technology is fleetingly advancing: Consumers are enjoying and become increasingly excited for the new things to come with gaming with virtual reality (VR) or augmented reality (AR). "As the uptake of VR hardware plays out, game software revenues will automatically be absorbed into current PC, TV/Console, and mobile revenues. VR and AR will in the long-term change how consumers communicate with each other and interact with content. In the short to medium term, Newzoo expects the lion's share of VR revenues to be generated by hardware sales, spectator content, and live viewing formats. The global gaming market is expected to reach $118.6 billion by 2019"
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.
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
Sexism is the ideology that maintains that one sex is inherently inferior to the other. Sexism or discrimination based on gender has been a social issue for many years; it is the ideology that one sex is superior or inferior to the other. Sexism does not only affect females, but also males. Men are very often victimized by social stereotypes and norms based on gender expectations. Sexism has appears in almost all social institutions including family, the media, religion, sports, the military, politics, and the government. However, although both genders are affected, men have benefited from sexism the most (Thompson 300-301.)
The world of gaming is expanding with endless possibilities of ways to play. Gaming has advanced greatly over the years by expanding over many different platforms. Smartphones, tablets, and next generation consoles are just a few of the many possibilities to play. This expansion has broadened the demographic of players and changed the way we play today. Although the demographic has widened and the games have become more advanced, there seems to be a reoccurring theme in gaming. White males make up the majority of video game protagonists, while minorities and women are stereotyped and degraded. The Entertainment Software Association (ESA) recently released its 2013 sales, demographic and usage report for the computer and video game industry. “Numbers show that 58% of Americans play video games. Fifty-five percent of gamers are male while 45% of gamers are female.” These numbers should suggest a change in the look of gaming to support its wide range of gamers. Yet and still nothing is being done. I feel this is due to a lack of women and minorities in the video game development field. If more knowledge of the field were to be presented to the African American youth, I feel there would be more interest and an increase in the number of minority game developers.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
At a young age people learned sexist ways and how to say things, but they were never told that it was sexist. But as you grow older that’s all you hear is, it’s not mail man is mail deliver or lunch lady it is actually the food server. There are also people that have been taught to not be sexist, those people tend not to be corrected that often. And one of the things that get people the most, is when people think of rolls in society that are given to those men and women. You can also see all forms of sexism being used at school, in sports, or at a job, and also toward both men and women of both past and present and how it is also a big deal in other countries.
“Since female video gamers are so rare, playing shooter games allows girls to be freed from feminine stereotypes and increases their confidence.” (83) The author illustrates how society thinks that women should not play video games by claiming that most girls are disgusted by violent first-person shooter games and tend to gravitate toward softer more ladylike activities. By playing these violent games, Tieu believes that girls will be able to step out of their socialized gender roles. She elaborates on how women can be made more confident in other aspects of life by playing violent video games, by giving the example that she has excelled in mathematics and science which are mostly dominated by males. “Another reason for girls to play FPS games is that it gives us a different way of bonding with
As the crudest and most brutal expression of sexism, misogynistic attitudes tend to be portrayed by the dominant culture as an expression of male deviance. In reality they are part of a sexist continuum, necessary for the maintenance of patriarchal social order (Hooks qtd. In Adam and Fuller 943)
Stereotyping is a generalized view or preconception of attributes or characteristics possessed by, or the roles that are or should be performed by, members of a particular group (Cook & Cusack, 2011). This paper will go over the ways that stereotyping effects people in a negative way and how stereotypes is common. This paper will explain this through subsections that include gender, image, culture, and place of origin. I will focus on how one can simply look at someone and already have a certain image portrayed about that person without actually knowing him or her. It’s very common to stereotype because people associate a particular social group with certain attributes, characteristics, and roles (Cooks & Cusack, 2011, p.15)
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.
"Women should stay at home taking care of children." "Women should never disrespect a man." "Women who dress in skimpy outfits are asking to be harassed and cat called." These previous statements demonstrate misogyny. Misogyny is the hatred of women who do not conform to certain beliefs or practices on how woman should behave. These beliefs are centered on the idea that women are inferior to men. Now, not all misogynists hate all women. Misogyny is the hatred of specific women who do not conform to misogynist beliefs. For example, a misogynist can have the upmost respect for housewives, while one the other hand hating women who have a desire to better their career rather than have a family. Misogyny can have detrimental effects on anyone acting
From this, it concludes that the media and online gaming can create and reinforce gendered behaviors. These video games affect the child's identity and their perception of others. In conclusion, the video games that contain sexual themes become more graphically portrayed. And the video games that use Damsel and Distress plots reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes.
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.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.