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Examples of sexism within videogames
Examples of sexism within videogames
Role of women in video games
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As I continued on to the next level, I encountered an elderly bee, who had one last dying wish--A wish that I would soon fulfill. Oh, sweet pollination. It is the only way to make honey, and the only way for me to move on to the next level. I must help him. However, the elderly bee only wanted to pollinate one specific flower, "the sunflower with the big breasts." The sunflower was unwilling to corporate. Then, as I walked away, I encountered a swarm of bees, who only had one objective, to tickle. A lit light bulb then appeared above my head. I had an epiphany. I gathered all of the tickling bees, and forced them to tickle "the sunflower with the big breasts," thus exposing her breast, and allowing the elderly bee to pollinate her. The conservative sunflower, then became a passive, hypersexualized ideal of a woman--the woman that I subconsciously wanted to be.
The video game, Conker's Bad Fur Day was one video game out of many that had significantly influenced my self-esteem. As I continued to play more video games that had an emphasis on body image, the more I hated my own. Most female avatars in video games were Caucasian, tall, had a thin waist, and unrealistic sized breasts. I was 4'9", obese, and African American. The thought provoking idea of me not being the ideal woman of the video game had started to eat me up alive. I starved myself, grew a couple inches, but there was no way for me to change the color of my skin. Obviously, I could never be the ideal woman of the video game. However, as I got older, I realized that the ideal woman was not "the sunflower with the big breasts;" it was whatever I wanted to be. What I wanted to be or what any other female gamer wanted to be was not one of the video game creators' concern...
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.... "Social Evaluations of Stereotypic Images in Video Games." Youth & Society. 38.4 (2007): 395-419. Print.
Greenberg, Bradley, Sherry, John, Lachlan, Kenneth, Lucas, Kristen, and Holmstrom, Amanda. "Orientations to Video Games Among Gender and Age Groups." Simulation & Gaming. 41.2 (2010): 238-259. Print.
Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication & Society. 9.1 (2006): 103-114. Print.
Kennedy, Helen. "Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis." The International Journal of Computer Game research.(2002). Print.
Mulvey, Laura. "Visual Pleasure and Narrative Cinema." Screen 16.3 Autumn 1975 pp. 6-18. 1975.Print.
Reinhard, Carrie L. "Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?"Department of Communications. 2006. Print.
In life, actions and events that occur can sometimes have a greater meaning than originally thought. This is especially apparent in The Secret Life Of Bees, as Sue Monk Kidd symbolically uses objects like bees, hives, honey, and other beekeeping means to present new ideas about gender roles and social/community structures. This is done in Lily’s training to become a beekeeper, through August explaining how the hive operates with a queen, and through the experience Lily endures when the bees congregate around her.
Throughout The Secret Life of Bees , there is no shortage of symbolism, coming directly from its namesake, bees. Each connection draws upon the deep and rich meaning behind this wonderful composed text. The bees, however, never are a scapegoat. Similar to Harper Lee’s To Kill a Mockingbird character Atticus, they never allow for shortcuts or disillusion with reality. They force you to see the world as it is, and to accept it, and send love to it, for it is all you can, when you are as insignificant as a
A beehive without a queen is a community headed for extinction. Bees cannot function without a queen. They become disoriented and depressed, and they stop making honey. This can lead to the destruction of the hive and death of the bees unless a new queen is brought in to guide them. Then, the bees will cooperate and once again be a prosperous community. Lily Melissa Owens, the protagonist of Sue Monk Kidd’s The Secret Life of Bees, faces a similar predicament. While she does not live in a physical hive, the world acts as a hive. She must learn to work with its inhabitants, sharing a common direction, in order to reach her full potential. The motif of the beehive is symbolic of how crucial it is to be a part of a community in order to achieve
Ruth, Elizabeth. “The Secret Life of Bees Traces the Growth of Lily’s Social Consciousness.” Coming of Age in Sue Monk Kidd’s The Secret Life of Bees. Ed. Dedria Bryfonski. Detroit: Greenhaven, 2013. 63-65. Print. Social Issues in Literature. Rpt. of “Secret Life of Bees.” The Globe and Mail 2 Mar. 2002: n. pag.
In the novel, The Secret Life of Bees by Sue Monk Kidd, the themes and issues presented in the book are illustrated in various ways. Within the passage on pages 150 to 151, Lily is in a state of euphoria while surrounded by the bees. When the truth that she killed her mother starts to set in, it becomes evident that Lily transitions to a state of dysphoria. The structure of this passage demonstrates the dramatic change of feelings which highlights the lack of a motherly figure in Lily’s life. The author uses imagery and figurative language as well to define Lily’s existence within the real world versus her “dream state” by comparing Lily when she is with the bees to her actual existence. By using structure and imagery, the author illustrates
“What’s wrong in living in a dream world?” (121). In Sue Monk Kidd’s novel, The Secret Life of Bees, the protagonist character named Lily Owens is a girl who is confused. She is pulled in many directions in her life. Some conflicts Lily runs into are the people around her and herself. In Lily’s life, she lives in a world that is unrealistic. She tries to avoid life and the problems that come with it. Sooner or later, Lily faces life straight into its eyes and takes it all at once.
The concept of whiteness being the ideal standard for physical appearances is ingrained into every girl’s brain through dolls given during early childhood due their parents’ preconceived notions that they desire the same things they did (Morrison 20).
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
In this essay I will explore how the author of the novel The Secret Life of Bees develops the idea that all human actions have intended and unintended consequences by comparing and contrasting the actual novel with the film. I have selected three scenes from both the novel and the book. The scenes that I use from the book are narrated by the main character, Lily Owens. The first of the scenes I selected is about May drowning herself. May Boatwright is an incredibly sensitive woman.
From the discussion above, it is very clear that there are different opinions on the issue of having an unrealistic ideal body image. Just as there are benefits of having an unrealistic ideal body image on women, there are also drawbacks that can be harmful to women. To decide which impact has a greater consequence, more detailed research and analysis of the arguments of both sides are needed.
In this age, media is more pervasive than ever, with people constantly processing some form of entertainment, advertisement or information. In each of these outlets there exists an idealized standard of beauty, statistically shown to effect the consumer’s reflection of themselves. The common portrayal of women’s bodies in the media has shown to have a negative impact on women and girls. As the audience sees these images, an expectation is made of what is normal. This norm does not correspond to the realistic average of the audience. Failing to achieve this isolates the individual, and is particularly psychologically harmful to women. Though men are also shown to also be effected negatively by low self-esteem from the media, there remains a gap as the value of appearance is seen of greater significance to women, with a booming cosmetic industry, majority of the fashion world, and the marketing of diet products and programs specifically targeting women.
As a woman of color who has always been a big girl, I started struggling with my body image when I reached my adolescence years. Growing up, I did not realize that my body was abnormal and unacceptable. I saw myself just like other peers and age group. My experience of body dissatisfaction first started within my own family. I got teased about my size by family members. My parents, especially my mother, reminded me constantly about how obese I was. Reaching a certain age, she started controlling my food intake and she made sure I ate no more than three times a day. With all those disciplinary actions from my mother and the pressure I felt from family, I started noticing of external standards of beauty and body image. In this lens, one can see that body image is influenced by many factors and my mother became a structure that carried out directives. This example demonstrates that feminine body is socially constructed and taught to us. When this ideal body image or feminine body gets inculcated in us at a young age, it becomes internalized discipline that enables one to distinguish herself from other
The day was April 20th, 1999. During an otherwise peaceful day at Columbine High in Columbine, CO, two seniors—Eric Harris and Dylan Klebold—finally committed an atrocious act. That act had been in the planning for a long time, perhaps even since Harris designed a website for popular, controversial, extremely violent video game Doom in 1996. The Columbine High School shooting is known as the deadliest high school shooting ever, with its death toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident was massive, but one of the long-lasting effects has been the worry in people’s minds that there is a connection between video games and violent acts performed by teenagers. Those who do believe that may claim that before the digital age, violent acts—at least those performed by teenagers—were few and far between. (This is an obvious rumor, not a fact.) If that were the case, it’s understandable why some believe that games are causing more violence in today’s youth. Teachers are worried about the issue, as are parents and government officials, and teenagers and game producers are involved in it as well. The issue itself raises many questions: are teenagers so easily affected by images on a screen? Is the world merely a product of its pastimes? If video games really do cause increased aggression in youth, what are people supposed to do about it? Despit...
Does violence in video games encourage wild behavior on impressionable children? A lot parents believe that their children are being influenced by video games to act a certain disrespectful way towards others or commit crimes. Yet, studies show that the arrests of juvenile teenagers have declined 71.9% while sales for popular, and violent, video games have increased 49.3% ("Crime in the United States, 2008," FBI website, Sep. 2009). Plus, a link between violent video games and rude behavior has not properly been connected. Video games do not pressurize teenagers, girls or boys, into violent personalities or to reenact the main characters performances. Video gamers aren’t encouraged by actions in the games they play because they have a sense of reality, the games they play can actually be an outlet for the rage they might hold in, and there are reasons for why games have ratings.
Dittmar, H. (2009). How do 'body perfect ' ideals in the media have a negative impact on body image and behaviors? factors and processes related to self and identity. Journal of Social and Clinical Psychology, 28(1), 1-8. Retrieved from http://libaccess.mcmaster.ca/login?url=http://search.proquest.com/docview/37225090?accountid=12347