Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Sexism in gaming is decreasing
How sexist is the gaming world
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Sexism in gaming is decreasing
Sexism in online video games: The role of conformity to masculine norms and social dominance orientation
The global video game market reached $67 billion dollars in 2011 (Entertainment Software Association, 2012). The demographic of the average video gamer are slowly changing with the rapid growth of video games. The growing number of females playing online games is drastically changing the social dynamic of many online environments.
A study showed that 47% of gamers are female (Entertainment Software Association, 2012), however sexual harassment towards women has become a norm in the industry and is ever increasing. Masculine normalities expect men to act in a certain manner and therefore the male gender seems to conform to a set behaviour
…show more content…
Because online games involve interactions with faceless human beings not in the same physical space as one another, prejudice and stereotyping is promoted due the desire for social dominance. Males think they are of greater hierarchy because of the way male characters are portrayed as the hero in games and females are generally portrayed as more of a sexual figure. These sexual figures are generally shown to have large breasts, tiny waists, perfect skin and revealing clothing. This provides a very unrealistic expectation of woman which may also turn away any prospective female players. Users have already been exposed to all of these gender discriminations and therefore when it comes to online gaming, the male audience believe they have dominance over females. This leads to discrimination in online gaming where males discriminate the average female player. It is suggested that cultural norms have shaped the way sexes should and should not behave in social interactions, and therefore when a female acts assertively, males question the legitimacy of the behaviour and further harass the female. This can be seen in online VOIP lobbies where females are usually the minority and get put down by the male
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
In Mariah Burton Nelson article “I Won. I’m Sorry” she discusses how ingrained the concept of gender roles are within American society. She states how women are expected to be feminine while men are anticipated to be masculine. Nelson’s article highlights how these assumptions cause society to delegate standards of beauty and submission for women to fulfill while assigning standards of dominance and aggression for men to fulfill. In Aaron Devor’s, a professor of sociology, essay “Gender Role Behaviors and Attitudes” he debates that the existence of gender assumptions are not biological but rather a cultural construct. He refers to people who follow this cultural construct of gender as actors;
Growing up everyone plays games, whether it’s Monopoly, Mario Kart, or Simon Says. Regardless of whatever game you play, you have to follow certain rules. You go to jail if you land on “Go to Jail”; you drive one way in a race; and you do whatever Simon says. But what many don’t realize is that we are all playing a game, a gender game.
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 mostly 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. 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. Statistically “there were still more male characters (60%) than female characters (40%) on the Web site” (qtd in Zorrilla) in games such as Guild
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,
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
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 the most likely causes for the change. According to Human Sexuality in a World of Diversity gender role is a “learned role by observing behaviors of their parents, peers and media” (pg 25). The following are the topics studied: Increased technology and accessibility to internet, violence and explicit content in video games, movies and television shows.
Cultural norms and expectations are partially constructed on assumptions of opposition between the sexes and genders. Sex and gender are measured on a binary scale, and culturally accepted behavior and sanctioned activities often reflect the sexual division of labor. The sexual division of labor assigns sex roles based on the differences in biology and anatomy of the two sexes. The sexual division of labor favors masculine over feminine traits. The sex roles created are adopted and reproduced in gender roles that reflect cultural expectations. These cultural expectations and norms reflect a preference for masculinity and legitimize the dominance of men in institutions and
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
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
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)
According to the studies by Maslach, Santee, and Wade (1987), part of the masculine gender role is to be independent and assertive, therefore leading males to conform less. At the same time, they stated that part of the feminine role involves being sensitive to others, therefore leading to conformity to maintain harmony. These contrasting personality traits found in men and women set a solid foundation for their conforming or nonconforming behaviors.
...or and the way they dress up. From this it concludes that the media and online gaming can create and reinforce gendered behaviors. Those video games affect the child identity and their perception of others.
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.
The video game market has shifted from being a predominantly male market to include the female population with games like The Sims, in which players build virtual worlds. Such games often result in online communities, where players build avatars and interact with others across the globe. My sister used to spend hours at the computer buildi...