Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
2 negative effects on violent gaming
2 negative effects on violent gaming
Is violence in the media a large part responsible for an increase in violence in american society
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: 2 negative effects on violent 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.
Often in videogames female roles are over sexualized and over dramatized within the limited supportive roles that they play, often playing the role of the sidekick. When their the protagonist they’re reduced to nothing but sex icons to appeal to men. Often scantily dressed and a bust size within the D cup and up range. Characters like Lara Croft of the Tomb Raider Series debutting in 1996 and Bayonetta in her own series called Bayonetta which released in 2010. Yet even though they are far apart in terms of release they both feature a lead female role whom dresses in an obscene manner. Why is this? The simple truth is that sex sells, games with female characters with mini skirts and tight shirts generally manage to sell decently well. This causes an issue in the min...
... middle of paper ...
... 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,
“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.
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
Girls are told to stay indoors and play with their dolls or bake, while boys are encouraged to go outdoors, get dirty, and be adventurous. Wade and Ferree also state “sports are squarely on the masculine side of the gender binary” (Wade and Ferree, 174). Hence, we are brought up with the understanding that playing and talking about sports is a boy’s thing, which further promotes the notion that sports are a very masculine thing. Furthermore, as playing sports is competitive and is a way to show excellence, young boys are considered as “real boys” and “real men” later on. However, when boys do not talk about or play sports, they are considered feminine or “not real men.” The same rule applies for young girls. If young girls are too into sports, they are considered to be “too masculine.” This is true for me too. When I was younger, I was told to not play too much outdoors and to behave “like a girl.” The stigma that only boys should be allowed to play sports and it is not a feminine thing needs to be erased for us to welcome a more gender-equal
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.
AsapSCIENCE. “Can Video Games Make You Smarter?” Youtube. 10 January 2014. Web. 1 May 2014.
The sun, that shines ever so brightly, wakes you from your deep slumber. It is noon. Exhilarating dreams of being a secret agent illuminates your mind, but cannot be expressed in the real world, so you close your window blinds. As you walk away from reality, a light bulb then appears above your head. You have an epiphany. You realize you can be the crime fighting, devious, secret agent you always wanted to be, but you must do one thing first—turn on the game console. You are now channeling yourself into a different world, where every fantasy you have ever had is considered normal. As you continue to dwell in your fantasy, you encounter a very submissive woman with enormous sized breasts, and other curvy features to match—features that then become expected in the real world. Although, there are others that disagree, this hypersexualization of female characters in video games is taking a toll on gamers, by portraying fantasy to be something real. Gamers are becoming more prone to objectifying, and expecting women in the real world to have unrealistic bodily features. Also, based on the negative connotation that these video games entail, females are discouraged to play such video games, because it leads to negative self-perceptions. Consequently, hypersexualizing female characters in video games should be discouraged because it teaches gamers to accept stereotypical views of women, desensitize them to interpersonal violence, and, worst of all, it causes female gamers to have negative self-perceptions.
Since their beginnings, by both female and male gamers have enjoyed video games. They are so beloved by their followers that the annual Entertainment Software Association reports the gaming industry at an estimated $17 billion dollars franchise; globally that number increases to $67 billion of which 48% is female and 52% male. Females are also part of the gaming population, representing 47% while the males represent 53% (E.S.A., 2012). This means that both males and females support the gaming industry, as well as production of their products, both financially and through its use; although, the gaming industry does not share this same support of gender equality.
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.
Most of those games show female characters wearing revealing clothes, which reduce their identity to mere sexual objects. However, developers put emphasis on the masculinity and physical power of male characters. The way those games portray female and male characters reinforces gender-role stereotypes. This can negatively affect the identity and the perception of the person playing those games.
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 learn from this evidence? The fact is that adolescents, male or female, spend tremendous amounts of time each day sitting in front of a screen with a controller in hand. Although there is little evidence to conclude that violence in video games directly leads to adolescent gun violence, there are proven studies that show increased levels of anger and aggression in the human brain when playing violent games.... ... middle of paper ... ...
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
The first video games didn’t call for much attention to gender as there weren’t really any humans present. Games such as Snake or Asteroids were really just a revolution in technology. As time progressed, gaming consisted of male-dominated industry whose
Women have made progress in the film industry in terms of the type of role they play in action films, although they are still portrayed as sex objects. The beginning of “a new type of female character” (Hirschman, 1993, pg. 41-47) in the world of action films began in 1976 with Sigourney Weaver, who played the leading role in the blockbuster film ‘Aliens’ as Lt. Ellen Ripley. She was the captain of her own spaceship, plus she was the one who gave out all the orders. Until then, men had always been the ones giving the orders; to see a woman in that type of role was outlandish. This was an astonishing change for the American industry of film. Sometime later, in 1984, Linda Hamilton starred in ‘The Terminator’, a film where she was not the leading character, but a strong female character as Sarah Connor. She had a combination of masculine and feminine qualities as “an androgynous superwoman, resourceful, competent and courageous, while at the same time caring, sensitive and intuitive” (Hirschman, 1993, pg. 41-47). These changes made in action films for female’s roles stirred up a lot of excitement in the “Western society” (Starlet, 2007). The demand for strong female characters in action films grew to a new high when Angelina Jolie starred in ‘Tomb Raider’ in 2001 and then in the sequel, ‘Tomb Raider II: The Cradle of Life’ in 2003 as Lara Croft. Her strong female character was not only masculine, but was also portrayed as a sex object. Most often, strong women in these types of films tend to fight without even gaining a mark. At the end of each fight, her hair and makeup would always be perfect. The female characters in these action films, whether their role was as the lead character or a supporting character, had similar aspects. I...
The first indication that video games actually could help people to be more intelligent is on their physical being. Most video games have a huge impact on the body; games can actually make the player and be on the characters, that he or she is playing, life making the player’s body to sweat, shiver, or emotionally affected. Likewise, Wii, which is a gaming console that gives a player the ability to play using physical motions, is another evidence that video games are able to make people intelligent. The most common games that are found in Wii are like yoga classes, doing sports with live steam competing other players world wide, and regular games with additional motion controls that force you to move around.
One way in which video games can be beneficial is by supporting individuals’ intellectual development in the areas of problem solving and logic. Games like Cut the Rope, Angry Birds and The Incredible Machine require players to solve a puzzle under time limited conditions. When people are playing these games, they practice their critical thinking skills and creativity, which are both important components of intelligence.