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Examples of sexism within videogames
Examples of sexism within videogames
Essay on gender roles in media
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In 2006, Videogames became the most dominate media source in America. They are a great source of entertainment, but gender differences exist in video games and it is important to consider stereotypes because of how society demotes one gender over another. Videogames were once considered “boys only” and is the most male dominated entertainment, in terms of players, audience, and character representation in games (Zorrilla). Many things make up gender studies on videogames such as the option to play as ether a male or female, the physical appearance of the character, the role of the characters, the mechanics of the game, and playing the game itself. The research gathered represents both “corporate display” and an “interior colonization” of Gender in videogames (Connell 69, Millet 25). Key figures and games have strong effects on shaping people’s perspectives on gender roles. Iconic figures such as Lara Croft are used to determine if gender roles exist in videogames. Her identity in pop-culture is viewed as both a sexist dream, and a feminist icon. The role of her character takes human to character interaction to a new level. Before Lara Croft, the common stereotype for females was ether the “Damsel in Distress” or the object of desire for the male hero. Females are constantly underrepresented and not much has been done to solve this problem. Feminist and Patriarchy theories will be bricolage to deconstruct videogames and to view apparent gender in and outside electronic entertainment.
According to research, past finding find males more dominant than females in all aspects of gaming. They show “a leading position” In gaming culture compared to females (Connell 77). Research of video games reviews, gave “around 75%” more feedback...
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...ow when gender stereotypes of masculine and feminine ideals will change, but the growing trend of negative elements towards females is fading. A more positive view of woman is growing with the current generation of consoles. More advertisement has been focusing on woman gaining control of the couch. Video games are presenting a new “gender arena” of gender representation, where gamers may both consciously and unconsciously represent a particular or a mixing of genders (Connell 74). Gender is not the only theory to be witness in games, as other theories of race and class can be viewed. Games come in different genres to choose from, and the highly interactive nature of video games presents a challenge towards all forms of entertainment. The embodying idea of gender towards femininity should be practiced, while the attitudes and actions of masculinity should be played.
In the reading, Playing in the Gender Transgression Zone, McGuffey & Rich argue that the ways youth build their “hierarchy” in school, camps, etc. can explain the way ‘gendering’ in society’ happens and why. It discusses how boys are seen as the high status members of society. This is a result of the ideology of hegemonic masculinity. This says that there is a predominant way of doing gender relations that elevates the status and privileges of masculinity over femininity. This establishes a socially constructed level of male social power and explains why male dominance continues on past the middle school ages. Men still have high status in higher level of social organization, especially political/ governmental institutions.
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,
This is because it is common for males to freely express their own fantasy that they lack in reality. In addition, they play video games to be their ideal self. If they were to play a female character, it would lean more towards the fact that it depicts what they want their dream girlfriend to look like. In Video Games and Gender by Michelle Zorrilla, video games have long been known as a male-dominated media. There would mostly be male characters than there are female characters because female characters are usually depicted as the subordinate character.
The intersectionality of race, class and gender play an important role in the way we address the causes of crime and the way we respond to such crimes. To avoid marginalizing the most vulnerable of our populations, those with a low socioeconomic status, primarily of the minority races, we must account for the social designations when designing policy and dealing with the crime problem. Aside from race, as described thoroughly by Michelle Alexander in The New Jim Crow, gender and low socioeconomic status are to be considered.
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
Mathur and Parameswaran (2015) posed many of the questions that early-childhood educators have regarding the role of play in child development. The questions primarily focused on how play amongst children is affected by development, biology, nurture, gender and culture. The authors cite other research, which concludes that though play is universal and cross-cultural, theoretical and empirical evidence support the notion that there are gender differences in the play of children. Citing the social learning theory, Mathur and Parameswaran (2015) argue that children learn gender roles at a very young age due to the positive reinforcement they receive from their parents. The positive reinforcement is indicative of the parents rewarding their children’s
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...
Ever since I was little I remember playing games where I would fight the bad guy and win the girl in the end. This never seem to affect me or make me wonder what small effect it had on my thought process. In games such as Zelda, call of duty, assassin creed, gears of war, Mario, and even halo you play as a white heterosexual male. The idea of playing this way never seemed to phase me as a young child. As I grew up and became more aware of the difference of people and the need for other as well as myself a need to be able to connect and find one 's self in different place such as games, movies, and TV shows. I became aware of the one sided views that video games seem to have. Then I realized that it was seen as acceptable to only have the one sided displayed due to the lack of speaking out on the need for change.
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.
Bad Choosers By K. L. Casado The tired cliché has rung throughout the halls of maternity wards and law firms for years. "The Battle of the Sexes" as it is called; the everlasting struggle for supremacy among men and women. However, in the wider scope of events, how easy one's life is would ideally be more important than how supreme one is.
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
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.
With the amount of people playing video games, both male and female, sexism should not be associated with the medium, but it is still propagated by game developers and players alike. There is a vast amount of content that can be talked about here so I’m going to narrow it down to three things; pinked-down games, “girlfriend mode” (Lincoln, “Sexism in Games: 5 Reasons It’s a Thing”), and in-game harassment of female gamers. I will also discuss what they are, how they are related, and possible solutions to all three of these issues.