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Gender roles and video games
Stereotypes of gender roles in video games
Stereotypes of gender roles in video games
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Damsel in distress. Skintight clothes. Big breasts. What do these three things have in common? All three concepts perpetuate sexism and subjugate females to objectification. This phenomenon is typically illustrated in video games. With the prevalence of video games, it has exponentially risen to the limelight, transcending into professional sports or Esports. Esports can be described as a form of sports where principal features are facilitated by electronic systems. Most frequently, Esports take the shape of organized multiplayer video game competitions, particularly between professional players. Additionally, careers in gaming have entered the streaming realm, with online websites such as Twitch. With websites such as Twitch and broadcasted …show more content…
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
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.
Kimmel elaborates on fantasy through gender stereotyping where he depicts men as having “biceps.upper torsos are so massive, their waists so small, and their thighs so powerfully bulging” (Kimmel 157). For the depiction of women, they are “a sort of recently sexually ravaged look—with breasts so large and a waist so small” (Kimmel 157). Kimmel is implying that how we view gender-specific ideal beauty standards influence the way we imagine a fantasy world through the use of appearance. Since most men engage in video game media, it seems that they dominate the video game world where they get to play a character that depicts what they want to look like.
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
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...
Girls are supposed to play with dolls, wear pink, and grow up to become princesses. Boys are suppose to play with cars, wear blue, and become firefighters and policemen. These are just some of the common gender stereotypes that children grow up to hear. Interactions with toys are one of the entryway to different aspects of cognitive development and socialism in early childhood. As children move through development they begin to develop different gender roles and gender stereotypes that are influenced by their peers and caregivers. (Chick, Heilman-Houser, & Hunter, 2002; Freeman, 2007; Leaper, 2000)
A feminist movement in its own right has begun in the gaming community. Women are generally believed to be understand by members in many geeky, gamer or nerdy parts of today’s society. In the gaming industry women are statistical and cultural outliers. Gender stereotypes about girl gamers or ‘Gamer Girls’, the latter of which has begun to receive a negative meaning, keep many women from fully participating in the rich game industry culture. Female workers in the gaming industry get mixed signals from an industry that on the outside appears to desire gender diversity in order to attract the growing ranks of female gamers but on the inside it is resistant to change its sexist and discriminatory practices that make women feel singled out and alone. Females of the gaming community not only receive sexist and vulgar remarks from their male counterparts of the community but the very companies, making the games they love to play, single them out more than anyone else. Being that game development is a very male dominated job in the gaming industry it is understandable that women would feel a little advised not to pursue a career in gaming but the few women that do brave the doubts are met with criticism and dominating remarks. They are paid less than their male counterparts and are given less chances at promotions.
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)
The work's topicality is characterized by the existence of the gender stereotypes in society, having generalization, and does not reflect individual differences in the human categories. Meanwhile, there is still discrimination on the labour market, human trafficking, sexual harassment, violence, women and men roles and their places in the family. Mass media offers us the reality, reduces the distance, but we still can see the negative aspects too. TV cultivates gender stereotypes, offering ideas about gender, relationships and ways for living. Such media ideas attach importance to many people in the society. Consequently, it is quite important identify gender stereotypes in the media, in order to prevent false views relating to gender stereotypes.
Video game industry have been representing female character as sexually objectified or shown as a victim who is in desperate need of help through male protagonist, this portrayal has negative effect on the mind of our generation and the gender roles they identify with.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
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.
The Harmful Effects of Sexism in Video Games The overtly sexist depictions of women in video games are becoming harmful to real women. Much research has been done on the effects of violence on video games on the player, but there has been relatively few studies done on the effects of sexism. The sexist depictions in video games and the effects on the male player base is becoming increasingly problematic, as it is becoming increasingly common for women to be threatened with violence for simply being involved in playing video games. Sexism can take many forms.
In elementary school one of the most common phrase used was, “You can’t do that you're a girl.” Society puts gender stereotypes and expectations on children at a very young age. I never really understood these stereotypes and expectations until later in my life. I couldn’t figure out why it was that boys were not allowed to like the color pink, and if the girls wanted to play “boy” sports it was seen as unusual. My family consists of my parents, my sister and I; so I never had sibling of the opposite gender in my life. I didn’t have someone to compare gender differences with. I was given toys no matter what gender they were geared towards. I remember receiving hot wheels cars and baby dolls the same year for Christmas and never thought anything thing of it. I think that these experiences has really shaped who I am today.
Gender stereotypes are very prevalent in today’s early childhood classrooms with societal expectations playing a significant role in generating the negative outcomes of both sexes (National Union of Teachers, 2013, p. 4). These societal expectations perpetuate inequality and become apparent through various interactions, messages and materials as well as through professional documentation such as the Australian Curriculum or the Early Years Learning Framework (EYLF) (Siraj-Blatchford, 2004, p, 22). This type of inequality disadvantages students creating restrictions on the possible opportunities they can encounter throughout life as well as impacting on their self-esteem and relationships (Siraj-Blatchford, 2004, p, 22) (National Union of Teachers, 2014, p, 3).