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Sexism in gaming is decreasing
Sexist video games research paper
Gender stereotypes in video games
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Recommended: Sexism in gaming is decreasing
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.
Let’s start with pinked-down games. These are games that play into the Easy-Bake Oven ideal of what girls want. Generally they are very simplistic tasks such as decorating or dress-up games with a stereotypical theme of pink, there is also a pretty high chance of flowers or ponies. For example, Cake Mania has the player control a girl trying to save her floundering business, a bakery. Right off the bat the game has the player start making cakes by choosing different shapes, a circle, square, triangle, and star. The customers start out being male as well. So what’s wrong with this style of game? By itself, there are logical reasons for the art style. Simple controls allow young children to play the game well. The cutesy art style is simple and non-suggestive. There’s nothing wrong with a woman running a cake bakery. All in all, the game works. But step back a bit and try and find a game designed for girls that doesn’t fit this formula. I took a look at www.girlgames.com, one of the very first search results from Google on the subject, and guess what? Almost every game listed on the site, which is easily more than one hundred mind you, is in this same style. There’s dress up games, baking games, wedding planners, pet shop simulators, dollhouse, and more that are all pinked-down games. None of them have much substance as far as story goes. The
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.
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.
Unlike popular belief, the first violent video game was not Mortal Kombat. The killing started with a game called Death Race 2000 released in 1976 by Exidy Software. It was based on a B movie by the same title and features the main theme of the movie in the game: to run people over. You control the car to run over people, and the people you have killed become a cross. Needless to say, the game was quick to draw attentions towards it. The criticism from Americans all over the nation eventually got the game pulled off the market. One would think that the game must have been pretty intense and gruesome if it attracted such a response. Nope…not a bit…in fact, this is how the game looks:
For a long time pink has been associated with femininity, which gives us the underlying assumption that girls are sweet, gentle, and delicate because that is what pink has come to represent in our society. Yet, the colours used in the toys meant for boys are black and blue which are seen as tough and aggressive. Coincidently, sweet, gentle and delicate is how society sees girls and how they believe they should act when they become women. Furthermore, tough and aggressive is how we want the men to be in our society. Critical sociology looks to gender as a competition where one gender is
We [women] are, as a sex, infinitely superior to men." Elizabeth Stanton (prominent woman suffragist) - (excerpted from One Woman, One Vote by Wheeler, pg. 58) "Frailty, thy name is woman." William Shakespeare - (excerpted from Hamlet, Act I, scene 2) This quote made by Stanton in 1890 shows many of the feministic beliefs held by the women of today. And the quote made by Shakespeare holds many of the same thoughts shared by men. The battle of the sexes is prevalent everywhere and is applicable to anything.
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...
Ever since I was little I remember playing games where I would fight the bad guy and win the girl in the end. This never seem to affect me or make me wonder what small effect it had on my thought process. In games such as Zelda, call of duty, assassin creed, gears of war, Mario, and even halo you play as a white heterosexual male. The idea of playing this way never seemed to phase me as a young child. As I grew up and became more aware of the difference of people and the need for other as well as myself a need to be able to connect and find one 's self in different place such as games, movies, and TV shows. I became aware of the one sided views that video games seem to have. Then I realized that it was seen as acceptable to only have the one sided displayed due to the lack of speaking out on the need for change.
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)
You are at an interview, the interviewer says that you are not qualified for the job because of your gender. What would you say? Sexism has caused stereotypes, and harassment in the workforce, and professional sports, therefore people should know more about sexism. Media is a powerful tool of communication, it produces both negative and positive impacts on society.
Have you ever felt discriminated against in the workplace? Usually, women are the most common people that are mistreated in the workplace. There are many reasons why women are discriminated against, but none of them are excuses for women for not being successful. Women face sexism by getting less pay than men, not getting promoted as equally as men, and facing other gender stereotypes, but sexism can be solved by women confronting their internal and external barriers and finding people that can help women.
1. My result for hostile sexism was between zero and one, while my score for benevolent sexism was between one and two. My scores were closest to the average female and male in England and Australia for benevolent sexism. However, my hostile sexism was very low compared to all the countries that were listed. My scores surprised me, because I did not expect my benevolent sexism score to be closest to England or Australia. More simply, I did not expect other females and males to have similar scores, so the graphs were shocking. My results were furthest from Cuba, Nigeria, and Syria. My scores for hostile and benevolent sexism were very low compared to average women and men in Nigeria, Syria, and Cuba. I was not surprised by these results, because these countries are known to practice traditional gender roles. In other words, I was not surprised that
Dill explain in his article Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment that female video games characters are continuously shown as gorgeous, busty, scantily clad sex objects. This has been confirmed by many video game players that women have been portrayed as a sex object. Dill further explain how women in video games are under-represented and games rarely depict female heroes. This shows that female characters have rarely been shown in video games, and if so those female characters didn’t refl...
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
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.