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How sexist is the gaming world
Are video games sexist towards women essay
Are video games sexist towards women essay
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Female Character Design Done Right
Though we make strong strides forward everyday, sexism is still a major problem in our society. It is reflected in our media; our tv shows, movies, advertisement, and video games. Video games especially can be quite questionable when it comes to their own advertisement and gameplay. Since video games were looked at mostly as a “boys only club,” advertising for them exploited revealing women to grab the attention on customers, an example of this being the Dead or Alive franchise (Official Site | TECMO KOEI America.), which features underdressed female characters who can be chosen as fighters. Thankfully, most major games companies have toned this down, realizing that they have a female audience as well. However,
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Sea of Thieves, released March 2018 by Rare and Microsoft, is a perfect example of what games could be, in regards to sexist marketing and characters. This brand new game not only has great diversity and exaggeration amongst its’ characters, but it also includes women in an appealing way to both genders.
Sea of Thieves is exploring new gaming in more ways than one. The game itself relies heavily on socialization with other players, and it has nearly hit the nail on the head with people loving the game to bits, although others loath it for its relative lack of content. Because this game is so dependent on socialization, having diversity among characters has high priority. Upon loading into the game, the player is given a choice of which pirate character he or she wants to play, all of them being randomly generated. With expectations from social video games in the past such as
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“ In fact, of the 5,000 or 6,000 pirates marauding the Caribbean Sea in the 18th century, just a handful were women.” (Were there really women pirates? ) Unfortunately, due to the society of the time, most women who chose to sail the seas hid this fact. It was much easier for them to appear male, like pirate Mary Read (Pirate Bio -- Mary Read.), rather than fight against sexist beliefs of the time. Although, there were exceptions such as Anne Bonny (Pirate Bio -- Anne Bonny. ), a crewmate of Mary Read, who dressed in men’s clothing, but never hid the fact that she was a woman. However, when it comes to gaming, while game developers might try their best to keep their game accurate to the era they are trying to recreate, it is also important to realize customer satisfaction is worth far more than historical accuracy that would exclude an entire gender, or half of all potential sales. And in the case of Sea of Thieves, though it is a pirate game, most likely taking inspiration from the seventeen and eighteen hundreds, it has a very large sense of fantasy to it. The kraken, living skeletons and more are a part of the game, so historical accuracy is not the biggest concern; Rare is clearly more concerned with individual enjoyment. If accuracy of the time was what they wanted, the game would lost most all of its content
Female characters in literature became more prominent at the turn of the last century as women's role in society changed. At the beginning of the 20th century, men were at the front lines fighting prolonged wars, while women were left to fulfill traditionally masculine roles back home. Women were performing the essential duties at the home front, without which everyday life would not have been sustainable. In Fifth Business, Davies employs an unorthodox approach creating anomalous female characters attemptin...
3. Konstam, Angus, David Rickman, and Giuseppe Rava. 2011. Pirate: the Golden Age. Oxford: Osprey Pub.
From mermaids to female Navy officers, the relationship between women and the sea, in both history and literature, has been a complicated one. Mariners traditionally had conflicting superstitions involving a woman’s place on a ship, and this sense of conflict spills over into two Early Modern works of drama—namely Heywood’s Fair Maid of the West and Shakespeare’s Pericles. Bess and Marina, the main female characters of both plays, walk a fine line between captors and masters of the sea, and similarly between the roles of strong heroines who act outside of their gender-roles and hetero-normative females who are mastered by the plays’ respective male characters. Indeed, the sea seems to have either a link to independence or confinement for both female protagonists, which ultimately relates to their “proper” (non-threatening) place as traditional wives and homemakers.
Wes Anderson’s movie The Life Aquatic is able to portray the gender roles of men and women in western society so vividly it can be painfull. The life Aquatic follows its main protagonist Steve Zissou on a quest to locate and film a mysterious shark that had ate his best friend. Steve is a world class oceanographer that is known around the world for his documentaries that show the voyages him and his crew embark on. The setting alone sets a scene where gender roles can thrive and the viewer is able to contemplate the pros and cons that go along with western culture.Anthony Cefali sums this beautiful in his blog post titled “Hoptellectual: Gender, exploration and David Bowie in Wes Anderson’s “The Life Aquatic””
Even though I found solace in the female video game characters of my childhood as these icons of Amazonian womanhood, with age I have come to realize that many of these female characters often rely on dated stereotypes. So much so, that many of these female characters become walking tropes, displaying only the most basic of female stereotypes: a love for shopping, makeup, and shoes. Anita Sarkesian, a feminist blogger who critiques anti-woman tropes in video games, created the name of this particular trope, the 'Ms. Male ' character. The 'Ms. Male ' character is defined as a female character with little-to-no personality or defining traits outside of traditionallly regressive “female” characteristics. This allows a game designer to take
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...
...in literary works has often reflected the way that women were viewed at the time of each work’s creation. For three works, The Odyssey, The Wife of Bath, and Sir Gawain and the Green Knight, each author chose to oppose the prevailing view. The characters that these women play are crucial to the hero’s success or failure. Each woman is able to overcome adversity and oppression to prevail over the male sex. By doing so, they can be viewed as being a role model to all the women who read these works. Even though, there may not have been noticeable changes in the way women were treated in each work’s respective time period, they serve as a divergence away from traditional values and set a framework for further success in equality.
According to Human Sexuality in a World of Diversity 's gender role is a “learned role by observing behaviors of their parents, peers and media” (Rathus, Nevid, & Fichner-Rathus, 2014, p. 25). 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 some causes for the change in gender stereotypes. The following topics were studied during my research: Increased technology and access to internet, violence and explicit content in video games, movies and television shows resulting in gender stereotypes. In addition, the media can have a large influence on societies perception on how women and men are should look like which are sometimes
In video games particularly, it is clear that a huge amount of gender bias exists, with male protagonists appearing 23% more than female protagonists, while only 9% of games feature an exclusively playable female characters. The gaming industry, much like the film industry, is evidently unbalanced in favour of the male hero. The advertising industry has not been exempt from the grasp of gender bias either. Advertisers have long used heroic archetypes to sell products and services, using the model of the dashing, handsome hero-type to appeal to the masses and to call on the human need for protection. The Old Spice guy is a typical example of this, or the famous Volvo ad in which Jean-Claude Van Damme balances on two reversing trucks. Women, on the other hand, are far more likely to be shown in traditional and stereotypical roles, such as in the home, doing laundry or cooking, or as victims who cannot protect themselves, and it is evident that this is a theme that carries through to all forms of visual media. The heroic archetype is rarely embodied by
The role of female characters in literature has gone through many transformations and radical changes. Until recently, women were often perceived as the other sex by many cultures. The remains can still be witnessed is several societies around the world. This notion obviously enabled the same view to thrive in literature. In epic fantasy, women can rarely stand alone. Many female characters’ purpose in the genre consists of the beautiful prize for the hero, the nurturing caregiver, or the villain itself. Many of the most popular epic fantasy novels seldom break away from that convention. Philip Pullman created His Dark Materials and inevitably put a new spin to females in epic fantasy. Not only did Pullman write one of the two main protagonists female, he created a noteworthy female villain as well. Pullman’s His Dark Materials not only challenges female norms in epic fantasy by creating Mrs. Coulter as a multi-faceted powerful woman and Lyra as a more modern embodiment of Eve, the trilogy manages to reimagine the role of women since the biblical period.
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)
Gender stereotypes and biasses exist in media. In most situations, women are associated with more negative stereotypes and their portrayals can “undermine their presence by being “hyper-attractive” or “hyper-sexual” and/or passive” (Smith, 2008). In The Wolf of Wall Street women are objectified. They are treated
“A Woman’s Place” In 2013, the American woman can vote, be the CEO of a business, start her own company, and wear pants. Many would say that a woman has the exact same rights as a man in today’s society- and is treated the same as well. However, in addition to glaring economic evidence provided through data stating that women still earn 77 cents to every man’s dollar (Basset, HuffingtonPost.com), we find that women are still entrapped socially by sexualisation and objectification of them. Sexualising and objectifying women in advertisements leads to the de-humanisation of them.
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.