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Sexism in the gaming industry
Media portrayal of gender stereotypes
Consequences of gender stereotypes in mass media
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Besides female game developers, women who self-identify as “gamers” reveal that there is a larger gap between women who play video games and the video game community on a whole. A total of 6 percent of all adult women interviewed said that the term ‘gamer’ describes them well, whereas 15 percent of all adult men interviewed said the same. This gap further intensifies when looking at young adults aged 18 to 29, as one-third of young men agree that the term ‘gamer’ describes them well, more than three times the proportion of young women (9 percent) (Duggan, 2015). Without being able to feel as though the ‘gamer’ identity can apply to them, this further isolates women from embracing this title as well as isolating them from trying out video games and contemplating if they enjoy the games or video game culture. By having only 6 percent total of adult women identify as “gamers” when women make up 41 percent of the total gaming population, it shows that the “gamer” label does not fully or truly represent those who game, which …show more content…
in turn discourages women from pursuing being a “gamer”. The exclusion of female gamers extends beyond the gamer title as female gamers often have to contend with hostile online environments. Online games in which women might connect and foster their mutual interest actually deter women due to gender harassment (Fox & Tang, 2014). Sexism towards women in online video game environments have become a pervasive and divisive issue in the gaming community due to social dominance orientation and conformity to some types of masculine norms such as the desire for power over women and the need for heterosexual self-presentation. These two aspects predict higher scores on the Video Game Sexism Scale, which represents greater sexist beliefs about women and gaming (Fox & Tang, 2014). Also, a survey given to World of Warcraft players found that 63.6 percent of the female respondents reported that they had experienced sexism or misogynistic behavior from other players, while only 11.6 percent of male respondents reported such experiences (Brehm, 2013). Clearly, this reveals that female gamers have to contend with sexist and misogynistic behavior from other players which in turn isolates female players from involvement in the game they desire to be playing. A more troubling finding from Brehm’s study was the perception of the extent to which this kind of behavior was problematic also differed between genders, with 45.3 percent of female participants reporting that sexism is a problem in World of Warcraft but only and 27.5 percent of the male players held the same opinion (Brehm, 2013). This supports the notion that women are dealing with sexist behavior in video games and often men do not see it as a problem as this is common to the gaming culture. Due to this lack of major female involvement in game development and the video game business as a whole, there is still a large number of stereotypical female depictions in games.
Some of the best examples of stereotypical female depictions in video games are Lara Croft from the Tomb Raider series and Helena from the Dead or Alive. Lara Croft and Helena are examples of unrealistically proportioned female characters that fight and play in skin-tight, revealing outfits (Downs & Smith, 2010). Despite the fact that Lara Croft is said to be an intelligent and skilled adventurer while Helena is a world-class opera singer and a Pi Gua Quan martial artist, they both are reduced to seductive women wearing barely any clothes (IGN, 2013a; IGN, 2013b). Female characters are significantly more likely to be shown partially nude, featured with an unrealistic body image, and depicted wearing sexually revealing clothing and inappropriate attire (Downs & Smith,
2010). Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing (Miller & Summers, 2007). As shown by the attractiveness levels and revealing clothing, female video game characters are often hypersexualized as nearly 20 percent of the female characters in the sample were shown with unrealistic body sizes. In terms of clothing, 21 percent of female characters bared breasts, 13 percent flaunted their buttocks, and 20 percent displayed their midriffs. Additionally, female characters were twice as likely as males to be coded as wearing seductive attire (Downs & Smith, 2010). These hypersexualized and helpless female characters may also have implications for the development of gender roles and attitudes. For example, males exposed to this stereotypic portrayal of females as helpless sexual objects might adopt negative attitudes toward women. Similarly, it may affect female’s perceptions of how they should act as they may develop the impression that women are helpless and need to be rescued by men. Further, even though some video games do not hypersexualize female characters, many video games may feature no playable female characters. While looking at video games on a whole, female characters are more underrepresented in comparison to their male counterparts and in some games video game players have more opportunities to select playing as a non-human character, such as a robot or anthropomorphized being such as Sonic the Hedgehog than a female character (Downs & Smith, 2010). Even when women are present in the game, they are less frequently the playable character as compared to the male characters (Ivory, 2006). This gender discrepancy itself offers messages to those who play these video games, especially younger players, that males are more important or interesting than females, and thus are portrayed more often. Provided that men actually want to play as male characters, it is then understandable that video games would have fewer female playable characters. However, based on this assumption, one could imply that the gender discrepancy would be less pronounced in non-playable characters. However, this is not the case, as there are also fewer female non-playable characters in most games (Miller & Summers, 2007). In addition, it may be discouraging to females that there are few female characters in games and fewer female heroes. Both male and female video game players might take this to mean that women are insignificant or incapable of being a hero. This could also mean that women would have to idealize male characters or endorse the more stereotypic female portrayals such as the scantily clad supplemental character that helps the male hero. In addition to stereotypical depictions of female characters, the consumption itself of video games tends to intensify sexist attitudes towards women. In fact, video game players may internalize cues from video game characters that create or strengthen cognitive scripts about gender roles and sexual objectification (Downs & Smith, 2010). By frequently seeing women as oversexualized beings through both repeated game play and by seeing similar depictions across a wide variety of games, video games can reinforce the belief that women are to be regarded as sex objects. This is strengthened further due to the disproportionately small waists and voluptuous breasts that female video game characters exhibit which may contribute to body dissatisfaction for female gamers and unrealistic expectations of women for impressionable male gamers. This may be reinforcing to some that women are supposed to have unrealistic body proportions and that women with these proportions or similar proportions can be treated as objects. Looking beyond actual games as well as the gaming community, video games have real-world implications for sexism towards women. Adolescent males’ learning to objectify women from media may lead to negative social, legal, and relational damage (Downs & Smith, 2010). In other media besides video games, stereotypical images of women and sexism have been associated with television exposure and religiosity. However, there are findings that video game exposure is related to sexism irrespective of gender, age, socioeconomic status, and religion (Bègue, Sarda, Gentile, Bry & Roché, 2017). In addition to stereotyped female images, there is a clear impact of viewing sexualized females. Actually, there are short-term effects on gender stereotyping and female self-concept in emerging adults after exposure to sexualized female video game characters (Behm-Morawitz & Mastro, 2009). Female self-efficacy is also negatively affected during game play with a sexualized female character; this cautiously suggests that playing a sexualized video game heroine unfavorably influences people’s beliefs about women in the real world (Behm-Morawitz & Mastro, 2009). Again, this contributes to a correlation between stereotyped female characters and the perception of women outside of gaming. An even more severe consequence of long-term exposure to video game violence is correlated to a greater tolerance of sexual harassment and rape myth acceptance (Dill, Brown, & Collins, 2008). This correlation was found by testing the effects of exposure to sex-typed video game characters versus images of professional men and women on judgments and attitudes supporting aggression against women (Dill, Brown, & Collins, 2008). Similarly, there is a relationship between video game consumption and rape myth acceptance via interpersonal aggression and hostile sexism (Fox & Potocki, 2016). This relationship is incredibly important; it could establish real-world implications for female survivors of sexual violence as those who consume video games would be more likely to deny the actual existence of a sexual violence incident. Overall, this contributes to the understanding of mass media’s role in socialization that supports violence against women. Therefore, gendered depictions of video game characters can influence perceptions towards actual women by them being more sexist or violent. Sexism in games and the gaming community needs to be discussed because research clearly addresses how this media promotes the exclusion of women and glorifies sexism and stereotypical sexual depictions of women . While progress has been made towards reducing stereotypical and hypersexualized depictions of female characters, there is still more to be done in producing female characters, adding more secondary female characters, and having more “playable” female leads. With the youth of our culture being exposed to video games, in addition to adult players, change needs to take place first in video games and gaming culture before change can be reflected in everyday life. As it is currently constituted, it appears unlikely gaming will equally represent both genders. Most importantly, if exclusionary and misogynistic practices do not cease in gaming culture and if there is not an expansion of female representation in games, it seems unlikely sexism towards women in American culture will diminish.
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.
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...
The world of gaming is expanding with endless possibilities of ways to play. Gaming has advanced greatly over the years by expanding over many different platforms. Smartphones, tablets, and next generation consoles are just a few of the many possibilities to play. This expansion has broadened the demographic of players and changed the way we play today. Although the demographic has widened and the games have become more advanced, there seems to be a reoccurring theme in gaming. White males make up the majority of video game protagonists, while minorities and women are stereotyped and degraded. The Entertainment Software Association (ESA) recently released its 2013 sales, demographic and usage report for the computer and video game industry. “Numbers show that 58% of Americans play video games. Fifty-five percent of gamers are male while 45% of gamers are female.” These numbers should suggest a change in the look of gaming to support its wide range of gamers. Yet and still nothing is being done. I feel this is due to a lack of women and minorities in the video game development field. If more knowledge of the field were to be presented to the African American youth, I feel there would be more interest and an increase in the number of minority game developers.
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
“Since female video gamers are so rare, playing shooter games allows girls to be freed from feminine stereotypes and increases their confidence.” (83) The author illustrates how society thinks that women should not play video games by claiming that most girls are disgusted by violent first-person shooter games and tend to gravitate toward softer more ladylike activities. By playing these violent games, Tieu believes that girls will be able to step out of their socialized gender roles. She elaborates on how women can be made more confident in other aspects of life by playing violent video games, by giving the example that she has excelled in mathematics and science which are mostly dominated by males. “Another reason for girls to play FPS games is that it gives us a different way of bonding with
“The Alienable Rights of Women” by Roxanne Gay and “The Myth of the Latin Woman” by Judith Cofer complement each other because they both discuss how women are perceived and stereotyped by others/society.
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...
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)
The work's topicality is characterized by the existence of the gender stereotypes in society, having generalization, and does not reflect individual differences in the human categories. Meanwhile, there is still discrimination on the labour market, human trafficking, sexual harassment, violence, women and men roles and their places in the family. Mass media offers us the reality, reduces the distance, but we still can see the negative aspects too. TV cultivates gender stereotypes, offering ideas about gender, relationships and ways for living. Such media ideas attach importance to many people in the society. Consequently, it is quite important identify gender stereotypes in the media, in order to prevent false views relating to gender stereotypes.
Cheshire, Tom. “Career Gamers: Inside the World of Modern Professional Gaming.” Wired Magazine 6.11 (2011): 36-42. Academic Search Complete. Web. 13 April 2014.
The issue of sexism in video games have been going on for a long time. Similarly, Fox talks about how “Research has indicated that many video games and virtual worlds are populated by hypersexualized and unrealistic representation of women.” This shows how women have been sexualized in media which represent women as self-objectified. Jess explain in his research that, “as a result of hypersexualization of women in videogames it would lead to increase in rape myth acceptance.” In one of jess experiment he focus on the effects of avatar features on women’s experience of self-objectification. He finds out that college women who are exposed to over sexualized avatar in videogames experienced higher level of self-objectification than those who are exposed to non-sexualized avatar. In addition, Jess explains how “self-objectification mediated the relationship between controlling a sexualizes avatar and subsequent level of RMA.”
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.
In elementary school one of the most common phrase used was, “You can’t do that you're a girl.” Society puts gender stereotypes and expectations on children at a very young age. I never really understood these stereotypes and expectations until later in my life. I couldn’t figure out why it was that boys were not allowed to like the color pink, and if the girls wanted to play “boy” sports it was seen as unusual. My family consists of my parents, my sister and I; so I never had sibling of the opposite gender in my life. I didn’t have someone to compare gender differences with. I was given toys no matter what gender they were geared towards. I remember receiving hot wheels cars and baby dolls the same year for Christmas and never thought anything thing of it. I think that these experiences has really shaped who I am today.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.