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Essay on is the gaming world sexism
Essay on is the gaming world sexism
Gender role stereotypes research
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Near the beginning of the story, Ellie is a foil to Joel’s counterpart: Tess. Tess is a cold woman who is all about business and can be seen as even more masculine than Joel. Ellie and Tess are together for about 15% of the game before Tess is bitten by the zombies, but in that time, Ellie develops the hardened personality such as Tess and is able to mature at an alarming rate.
Joel is established to be the opposite of the male figure stereotype from the beginning of the game. When his daughter dies, Joel bursts out crying, showing his vulnerability immediately from the opening sequence. As the game progresses, he begins to care for Ellie like his own daughter: he shields her from danger, keeps her back from the zombies, and ultimately lays himself down for her safety. Joel’s masculine image is laced with an emotional depth that is not present in Chris in Resident Evil 5. Joel is the closest thing to a leading man in the story, but he ends up co-leading through Ellie, even though the player does not control her.
The two develop emotionally as a pair. While Joel opens up to become more father-like to Ellie, Ellie also opens up to revel a scarred childhood that was rough. And even thought the age gap between the characters is about 30 years, their characters develop as friends so that they end up with a strong friendship relationship by the end of the narrative. At the beginning of the narrative, Ellie tries to talk to Joel by asking him many questions about their trip ahead, and Joel just repeatedly tells her to go to sleep. They gradually open up as they trust each other, and Ellie is used as a device to find out more about Joel as she slowly pries him open along the length of the story. No emotional connection is ever estab...
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Romero, G. A. (Director). (2005). Land of the dead : Universal.
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Soukup, C. (2010) Mastering the Game: Gender and the Entelechial Motivational System of Video Games. Women's Studies in Communication, 30, 157-178.
Starley, B. (Director). (2013). The Last of Us USA: Naughty Dog.
Takahashi, D. (2013, August 5). The Last of Us creators react to critics of game's female characters (exclusive interview). VentureBeat. Retrieved May 23, 2014, from http://venturebeat.com/2013/08/05/the-last-of-us-female-characters/
Ueda, K. (Director). (2004). Resident Evil 5 Japan: Capcom.
Weston, J. (2011). Gender Roles and Sexism in Gaming: The Gamers' Perspective. VGChartz. Retrieved May 28, 2014, from http://www.vgchartz.com/article/87014/gender-roles-and-sexism-in-gaming-the-gamers-perspective/
Such conventions of hetronormative gender representation can be seen in all areas of the mass media today, such as advertising and film. The representation of both male and female bodies within the medium of video games reflects understandings of gender and sexuality, and it is important that we as players are made aware of these representations and what they signify. I argue that Grand Theft Auto IV, through its framing of both female and male bodies, promotes hetronormative hierarchal distinctions between feminity and masculinity, by encouraging players to adopt and act out a hypermasculine role, and by
Ellie and his father both lie about their age and employment in order to stay together and not be killed. As the days passed, many became very greedy, angry, and groosum. Some killed their own to just have a piece of bread. While Ellie and his father still stood by each others side. Ellie never acted upon his grief, he would care for his father, and help him when he was ill.
Sports, Violence and Alcohol - Three things considered to be in line with masculinity, Along with alot of things considered to be primal instinct. In america the prevalence and Sports, Violence and Beer exceeds most others leading to the general conclusion that America’s men are overall muscle bound meatheads who enjoy nothing but their primal urges. Clearly this is false but still an assumption made by those who only know these three things. As technology advances a new element of entertainment emerges, containing violence, sports and entertainment, Its videogames. Video Games muster together Guns, Violence, Sex, Alcohol, Sports and more Violence. From this description its easy to see why this would be a male oriented activity. At the time girls were still expected to be relatively lady-like. Yet as the years pass by, girls begin to play the video games which guys have been playing for years this causes a disparity between male and female gamers in the upcoming years.
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 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,
All around the world society has created an ideological perspective for the basis of gender roles. Gender and sex are often times misused and believed to be interchangeable. This is not the case. There are two broad generalization of sexes; female and male, yet there is a vast number of gender roles that each sex should more or less abide by. The routinely cycle of socially acceptable behaviors and practices is what forms the framework of femininity and masculinity. The assigned sex categories given at birth have little to do with the roles that a person takes on. Biological differences within females and males should not be used to construe stereotypes or discriminate within different groups. Social variables such as playing with dolls or
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...
Gender roles are stereotypical labels placed on males and females within a specific culture. In addition, gender stereotypes for males and females are products of cultural aspects rather than their physical differences (Kincaid, 2013). As time inevitably progresses through history, a coherent pattern can be identified in regards to changes in gender stereotypes. These changes in gender roles are directly correlated with the alterations in societal advancement. The changes in societal and cultural development over the course of history can be thoroughly recognized in specifically Japanese culture. Although gender roles in Japanese culture deviates from western norms, perpetual emphasis is placed in adopting desirable characteristics for men and women in media and society (Kincaid, 2013). Contrarily, professional studies, conducted by Yoko Sugihara and Emiko Katsurada, indicate that gender role differences in contemporary society are diminishing as time progresses (Yoko and Katsurada, 2002).
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)
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.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
3) Joshi, S.T. In Her Place: A Documentary History of Prejudice against Women. Amherst: Prometheus Books. 2006.
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.
middle of paper ... ... The Opinioness of the World. 13 comments. Retrieved from: http://opinionessoftheworld.com/2010/05/27/wonder-women-the-myth-of-action-heroines-in-film-shattering-gender-stereotypes/ Maio K. (n.d.).
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.