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Impact of media on gender
Effect of video games in society
Effect of video games in society
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Methodology #1: Survey Behm-Morawitz, E. (2014). Cultivating Virtual Stereotypes?: The Impact of Video Game Play on Racial/Ethnic Stereotypes. The Howard Journal of Communications, 1-15. This study uses the survey method to find if video games play a role in how people stereotype other races. The introduction talks about conducting the research on white, male college students. It states that playing video games more may contribute to how white males believe the stereotypes of blacks and Asians. Throughout the article it becomes clear that the video game industry depicts black males and Asians a certain way in all of their games and that is what makes it easier for white males to stereotype in the real world. Hypothesis If white, male college …show more content…
students play video games constantly, then they are more likely to believe the stereotypes about blacks and Asians. Research Questions 1. How does playing a video game increase the stereotyping of a race 2. Why do video games portray blacks as criminals and Asians as ninjas in all their games Reliability One of the studies that did a similar investigation, and tested a specific type of video game instead of all video games. The “William Study” focused on a violent video game a person had to play to conduct their research. This study used a survey study by asking men questions about how much they played video games and other questions about how they view people in the real world. The result of this study was that people who played a violent video game, would believe that happens in the game, could happen in real life. Another study that researched how playing video games can increase prejudice is the “Deskins: Stereotypes in Video Games” study. This study also came to the conclusion that playing video games and seeing how players are portrayed in the game, can increase prejudice towards a race or ethnic group. One last study that researched video games and stereotypes was the “Gillentine” study and this study was based on the perception players have on people in the real world when compared to playing on the game. This study used men that never played video games, played it once or play it on a daily basis. The conclusion of this study was that they noticed that there was players being stereotyped and that their perceptions went outside of just the game but into the real world. When it comes to reliability, there is three different studies that researched video games, prejudice, and stereotypes. The results of all three survey studies showed that playing video games does indeed increase prejudice, whether you play video games all the time or every once in a while. Validity Reading through the article and other studies, there were multiple investigations going on. When checking for validity, all studies led to one conclusion. The conclusion was that playing video games can have an impact on your life in a good and bad way. Certain games such as educational games can have a good impact on our life and it can have a bad impact by a person stereotyping, engaging in violent behavior or speeding. The problem with these studies is that the survey they conducted doesn’t represent every guy that plays video games. Not everyone stereotypes or has prejudice against a race or ethnic group and concluding that guys who play video games. Internally, there were differences in all the investigations. The results were different because they used different techniques. For example, the type of games they used to conduct their research. Externally, the tests were given to white males who are the majority. It also focuses on real life situations such as people stereotyping others. Methodology #2 (Content Analysis) Beasley, B.
(2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication & Society, 279-293 In the shirt vs. skins study, they use content analysis as their method. Content analysis methodology is used to determine the meaning and the purpose of communication. This research showed how women are perceived in video games. They used the Nintendo 64 and Play station as their game systems to conduct their research. The focus in this study is to prove that the games that are being played on these systems, are stereotyping women. The study researched the number of men in the game and women who were in the game. And lastly, the introduction talks about how women in video games have little clothing on, unlike men who are fully clothed. Hypothesis If you’re playing games on the Nintendo 64 and Play Station, and see a woman in little to no clothing, then expect that women are supposed to dress and act a certain way. Research Questions 1. What type of games depict women as having little clothing 2. Why is it repetitive in games that are mostly played by males …show more content…
Reliability Provenzo conducted a study in 1991 that showed how video games portrayed men as mean and aggressive and women as soft who play victim roles.
The research also stated that men had more exciting roles than women in video games. This study is a reliable source because this study revealed that video games do depict women as being inferior, weak and slutty. Another study, the “Dietz” study in 1998 who examined the games that were played on Nintendo 64 and the Sega. They found that a little less than 50% of the games did not have one single woman in them, and if they did they were looked at sexually. The reliability of these studies are shown by the research conducted. Both studies concluded that women are portrayed in video games as sexual beings. Both of the studies shown tables of how guys perceived women in video games and in the real
world. Validity Internally there were minor differences in the studies given above. The results of the studies shown that women in video games are shown to have on less clothing than men. Externally, the tests were given to males and females but more males. The research was mainly for men because they usually are the ones who play video games more than anyone. The problem with this is that the study was not done equally between males and females. Maybe women would have had a different opinion or outlook on the game. So it is not valid enough to say that these perceptions of women being seen as sexual or victims is true to all guys who play the game.
The film “A League of Their Own,” depicts a fictionalized tale of the All American Girls Professional Baseball League. This league was started during World War II when many of the Major Leagues Biggest stars were drafted to the war. MLB owners decided to start this league with hopes of making money while the men were overseas fighting. Traditional stereotypes of women in sports were already in force before the league even begins. One of the scouts letts Dottie, one of the films main characters she is the perfect combination of looks as well as talent. The scout even rejects one potential player because she is not as pretty as the league is looking for even though she is a great baseball player. The player, Marla’s father said if she was a boy she would be playing for the Yankee’s. Eventually Mara’s father is able to convince the scout to take Marla to try outs because he raised her on his own after her mother died. Her father says it is his fault his daughter is a tomboy. In this case the film reinforces the traditional stereotype that mothers are in charge of raising their daughters and teaching them to be a lady, where fathers are incapable of raising girls to be anything other than a tomboy. The focus on beauty also reinforces the traditional stereotype that men will only be interested in women’s sports when the females participating in
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...
...eos are substantially shorter than television shows, a character’s traits must be evident from the very beginning, especially since popular clips usually range from 15 seconds to 20 minutes. The studies focused on “people of color” and information regarding Asian American and Caucasian stereotypes were missing from the research. A next step of future research might be to go further in depth of how Youtube and other video websites contribute to the continuation of racial ideologies since they display stereotypical behavior as well. To extend the study, racial stereotypes on Internet videos should be examined because it is another form of mass media that has an impact on the way people view the world around them. Furthermore, an extension of the study should include more information about how other races are represented on television and other forms of mass media.
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
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.
Stereotypes In the Media Stereotypes play an important role in today's society and particularly in propaganda. According to the Webster's Dictionary, stereotyping is defined as a fixed conventional notion or conception of an individual or group of people, held by a number of people. Stereotypes can be basic or complex generalizations which people apply to individuals or groups based on their appearance, behaviour and beliefs. Stereotypes are found everywhere in the world. Though our world seems to be improving in many ways, it seems almost impossible to liberate it from stereotypes.
Recently, two titanic cultural forces converged: W. W. Norton & Co. published a new English translation of Homer’s Odyssey—the first by a woman—and Nintendo released the latest entry in their long-running Super Mario video game series. They have more in common than you might think. The pixelated plumber’s most recent adventure, Super Mario Odyssey, not only nods to Homer in its title but also, like its literary forebear, begins in medias res, breathlessly launching into a detour-filled picaresque through fantastic lands in pursuit of a beloved (Princess Peach instead of Penelope) whose nuptial future is endangered by malicious interlopers (an anthropomorphic turtle and his goons instead of a gaggle of leech-like suitors). Curiously, both of
I have been passionate about video games for a long time, but I just recently introduced myself to a new genre of video games through a game called Overwatch. Overwatch, which is a team-based first-person shooter game, is the first game I have ever played that used live voice chat for team coordination and communication among the players on a team. As I became more familiar with the game, I started to notice an interesting phenomenon. I realized that players would make initial judgments about their teammates based on their voices. Most of the time this had little to no effect on the actual gameplay.
There are several factors that play a role in the development of stereotypes. The biggest learning of stereotypes come from family influences. Young children don’t see color or hold beliefs about culture and religion, but as they grow up, their ideas about people change with the people that they are surrounded by and associated with. Stereotypes also come from the media and social categorization (Ferguson). In young l...
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...
According to Amanda Lenhart “it seems that gamers are social people” (qtd. In Irvine). 90% of kids between 12 and 17 years old played some king of video game, with very little differences between gender and race. Most of kids play video games often and their choice of video game were diverse as their tastes for music or TV program. Some of the most common video game gender were racing, sports and action. Older kids are able to get videogames that are rated for mature audiences and most of this kid listed at least one of these games as their favorite. This proved that kids are violent just by playing video games and there is a huge amount of kids playing video
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.
There is no doubt of the fact that video games are becoming more realistic and violent, nor that they are becoming much more beautiful and engaging in the way they look. What many people doubt, though, is whether they have a profound effect on a person’s character or not. Aggression as a result of video games seems to be a nebulous issue among much of the public. The research is there, but it is fragmented and covers many different issues that could (and are) problematic as far as video games go.
Video games that include violence have become recognized by numerous people and have been linked to the violence that occurs in the real world. Some people believe this statement to be true, but others find a lack of evidence to support these accusations. Not only has video games affected our outlook on violence, but also affected the way children behave. Researchers believe that the increase in aggressive behavior in children has to do with the violent games they play. While some researchers have this ideology that is backed up with their research, others believe it does the opposite. Scientists have become aware that if gamers play action games, their cognitive skills improve. With having more than half of the American population playing video games, multiple movies have become based off video games as a way to attract this audience and increase the popularity of movie industries. Thus, society will continue to be influenced by video games because it has become part of our lifestyle and with the advancement in technology, the influence will only become