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Essay on sexism in game industry
Essay on sexism in game industry
Gender roles and video games
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Gender disparity in video games is a topic that both scholars and major gaming icons have discussed before. However, the topic recently resurfaced with the upsurging population of female gamers. For the majority of history video games were associated with males. Therefore, the integration of females was a spectacle that caused a massive culture shock. Many members of the gaming community were unsure how to handle the change and took to discriminating females. While discrimination may seem unimportant, many scholars and icons believe it is a prominent factor of gender disparity: an environment which typically favors males, a hostile or “toxic” atmosphere, and repeated stereotypes all manifest certain behaviors of both genders that can cause …show more content…
She starts her article with a collage of screenshotted statements from male gamers to female gamers. Each statement contained some sort of threat, sexual comment, or discrimination towards the women in which they were directed. Prior, Christopher Rosen took notice to the problem as well. Dinwiddie supported Rosen’s evidence as she displayed both the collage of screenshotted statements and mentioned Sun-Higginson’s 2015 documentary GTFO akin to what Rosen included in his testament eight months before. These authors speak to each other claiming there is a disparity between males and females in terms of treatment. However while Rosen focuses on female gamers in the competitive gaming community such as Miranda Pakozdi and a panel at the popular PAX East Gaming Convention, Dinwiddie focuses more on the layout of the game. One piece of evidence Dinwiddie uses in her article is an infographic published by the developers of League, Riot Games. In the infographic section of “Who Plays” shows that 90% of players were male (Qtd. in Dinwiddie). However, Dinwiddie supports that astounding statistic to show that due to this audience base, the game also has a platform catered to males. She uses the example of the microtransaction commonly referred to as a skin. A skin can be bought with real currency to alter the …show more content…
In Feng’s paper, she took a more analytical route noting that video games improved gender disparity in spatial cognition. Other authors including Ratan and his colleagues mentioned the benefits of spatial cognition in their articles. However Feng narrows in on why decreasing the gap is so beneficial, “Superior spatial ability is related to employment in engineering and science (McGee, 1979), and females, who typically score lower than males on tests of spatial skills, are underrepresented in these fields, with worldwide participation rates as low as one in five.” (Qtd. in Feng). Feng deducts that without video games there is a huge gap in performance between males and females when it comes to spatial cognition which in consequence leaves females with a lesser chance to get into engineering and science fields. However, she testifies that with females’ spatial ability increasing due to video games that gender disparity is now becoming smaller allowing the same opportunities to become available to more people. This refreshing view reverses the conversation to not only look at how gender disparity only affects gaming, but how gaming also affects gender
Unfortunately, gender discrimination starts as early as birth and becomes more evident with time. Men are expected to be independent, competitive, dominant, confident and even aggressive.
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.
“Spatial skills are strongly related to competency in mathematics and science subjects.”(p.45) therefore actually increasing the intelligence of individuals whom play video games as well as their computational skills. Not only impacting the players in regards to their psyche but also in regards to their intelligence.
And after many researches, it been found that men are more addicted to video games, because most of games reflects their actions and behavior, and the type of games they play are usually contains violence and, action. And the male characters are always represented as a muscled and tough men. Unlike females they are less addicted to video games, because when they found most of games contains violence, and their naturality is usually calm and soft, they stayed away, so they turned to adventure, and puzzle games. But what made arguments is the representation of females, they were often shown as a sex object, and that because game designers tend to please male players, more than females because their percentage is higher. Games industries are willing to change the representation of each character from different gender in next the generation of games. but will it be more successful than the way genders are being represented now
Blatantly sexist laws and practices are slowly being eliminated while social perceptions of "women's roles" continue to stagnate and even degrade back to traditional ideals. It is these social perceptions that challenge the evolution of women as equal on all levels. In this study, I will argue that subtle and blatant sexism continues to exist throughout educational, economic, professional and legal arenas.
Research shows how gender roles in America have evolved and have changed over the last centuries, although there could be many reasons for this change I will examine the most likely causes for the change. According to Human Sexuality in a World of Diversity gender role is a “learned role by observing behaviors of their parents, peers and media” (pg 25). The following are the topics studied: Increased technology and accessibility to internet, violence and explicit content in video games, movies and television shows.
Reinhard, Carrie L. "Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?"Department of Communications. 2006. Print.
Discrimination happens every day, whether inadvertently or not. This mindset has been practiced for thousands upon thousands of years. We live in a society that is quick to judge other individuals based on their cultural background, race, age, even their financial status. Discrimination has been an ongoing issue throughout the world since the beginning of time. Women, throughout history, have experienced discrimination first hand for a long time. The women’s cultural background, race, financial status mattered, but not as much as the fact that she was a woman first. For example, women were thought of as fragile individuals with bodies that were not built to a man’s standard. For thousands
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.
Since games are mostly played and designed by men, female characters are extremely sexualized in hopes of fulfilling male fantasies. These women have big breasts and are shown in skin tight, revealing clothing. The characters are created based on how men envision the ideal woman to look like and what they would enjoy looking at while playing the heroic, dangerous, masculine game. In many popular games, women are portrayed as sex symbols as opposed to important characters, sending the message that women are inferior to men (GTFO). According to Xeniya Kondrat, author of Gender and video games: How is female gender generally represented in various genres of video games, “Women are dressed in provocative clothing and are created to serve males as an aid or even as a sexual object.
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)
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.
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
Discrimination is the unjust or prejudicial treatment of different categories of people or things, especially on the grounds of race, age, or sex. In today’s society, men are being discriminated against through the media, suffering from parental custody discrimination, being discriminated against in the courtroom and even for their choice of career. BBC reporter David Benatar said that, “the second sexism is that across the world men are more likely to be conscripted into the military, be victims of violence, lose custody of their children and take their own lives” (Castella, 2012). Even the way men are being portrayed on television and in film plays a big part in how they are treated in real life situations.