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Gender roles and video games
Gender roles and video games
Gender roles and video games
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MAS110 Final Essay
Grand Theft Auto IV and issues of gender representation
John Berger in his highly influential book, Ways of Seeing, observed that ‘according to usage and conventions which are at last being questioned but have by no means been overcome - men act and women appear’ (1972, pp. 45)
Such conventions of hetronormative gender representation can be seen in all areas of the mass media today, such as advertising and film. The representation of both male and female bodies within the medium of video games reflects understandings of gender and sexuality, and it is important that we as players are made aware of these representations and what they signify. I argue that Grand Theft Auto IV, through its framing of both female and male bodies, promotes hetronormative hierarchal distinctions between feminity and masculinity, by encouraging players to adopt and act out a hypermasculine role, and by
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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...
In Grand Theft Auto IV (GTA IV), you play the role of an Eastern European immigrant who has come to Liberty City to visit his self-proclaimed ‘successful’ cousin, Roman. After making the journey, Niko finds that his cousin is actually stuck in a cycle of debt and struggle and has been lying about his large mansion and beautiful women. After spending some time with Roman, Niko finds that his cousin is being harassed by local loan sharks. Niko must commit illegal activities for the loan sharks in order to eradicate Roman’s debt. As a result, he must enter the underground world of drugs and violence. Soon after, Roman discovers that his girlfriend is cheating on him with Niko’s boss, Vlad, and is heartbroken. When Niko confronts Vlad, he shows no remorse and Niko decides to take revenge on behalf of his cousin. Niko ends up killing Vlad which leads to both Niko and Roman being kidnapped and forced to work for Vlad’s boss. After this episode, Niko reveals to Roman that he did not actually come to Liberty City to visit his cousin; he came to seek vengeance against an army companion who betrayed Niko and left him for dead along with the rest of his company.
...ation of men and women to the reader; we accept the cliché’s and gender-roles as the collective standard.
In the article “Why we need violent video games,” Gilsdorf draws attention to the fact that violent video games are not the reason for aggressive behavior amongst youths; rather he suggests that they are an outlet for people’s aggression (Gilsdorf, 2013). Ethan Gilsdorf started out in journalism as a Paris-based travel writer and he is the author of the travel memoir investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. He is known to be a writer, journalist and a critic (“About Ethan Gilsdorf”, n.d.). The author’s purpose in this article is to inform the readers that violent video games are not always related to the violence in reality. This is a timely argument as the article assesses the relation between violence and video games
The sun, that shines ever so brightly, wakes you from your deep slumber. It is noon. Exhilarating dreams of being a secret agent illuminates your mind, but cannot be expressed in the real world, so you close your window blinds. As you walk away from reality, a light bulb then appears above your head. You have an epiphany. You realize you can be the crime fighting, devious, secret agent you always wanted to be, but you must do one thing first—turn on the game console. You are now channeling yourself into a different world, where every fantasy you have ever had is considered normal. As you continue to dwell in your fantasy, you encounter a very submissive woman with enormous sized breasts, and other curvy features to match—features that then become expected in the real world. Although, there are others that disagree, this hypersexualization of female characters in video games is taking a toll on gamers, by portraying fantasy to be something real. Gamers are becoming more prone to objectifying, and expecting women in the real world to have unrealistic bodily features. Also, based on the negative connotation that these video games entail, females are discouraged to play such video games, because it leads to negative self-perceptions. Consequently, hypersexualizing female characters in video games should be discouraged because it teaches gamers to accept stereotypical views of women, desensitize them to interpersonal violence, and, worst of all, it causes female gamers to have negative self-perceptions.
According to Human Sexuality in a World of Diversity 's gender role is a “learned role by observing behaviors of their parents, peers and media” (Rathus, Nevid, & Fichner-Rathus, 2014, p. 25). 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 some causes for the change in gender stereotypes. The following topics were studied during my research: Increased technology and access to internet, violence and explicit content in video games, movies and television shows resulting in gender stereotypes. In addition, the media can have a large influence on societies perception on how women and men are should look like which are sometimes
Deborah Tannen’s essay, “There Is No Unmarked Woman”, explores the idea of “marked” and “unmarked” words, styles, titles, and how females have no ability to choose an unmarked position in life. She posits that “The unmarked forms of most English words also convey ‘male’” (88). Tannen is incorrect in her premises because females are able to choose unmarked hair and clothing styles, men are marked just as often as women, and many unmarked forms of words no longer convey “male.”
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.
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.
Gender stereotypes and biasses exist in media. In most situations, women are associated with more negative stereotypes and their portrayals can “undermine their presence by being “hyper-attractive” or “hyper-sexual” and/or passive” (Smith, 2008). In The Wolf of Wall Street women are objectified. They are treated
The piece, “From Ways of Seeing” by John Berger, describes how a man’s actions are perceived and always focused on showing power. However a woman’s presence is opposite and that everything she does determines how people see her. Her choices and actions are what we go by to determine who the woman is. Whereas men want to be seen but women just want to be accepted (4). Aaron H. Devor in, “Becoming Members of Society: Learning the Social Meanings of Gender” argues that men and women both strive to obtain power (112). Devor shows how the means of how they obtain said power are vastly different and mirror the statements that Berger claims (114). Devor helps further our understanding of how we come to act the specific ways that are customary by divulging the ongoing thought process toward gender of children (109). Berger as well as Devor seem to agree on the topic of how the members of a gender act in society, the motive behind these actions are where differences between the writers
The issue of sexism in video games has 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 representations of women.” This shows how women have been sexualized in media which represent women as self-objective. Jess explained in his research that, “as a result of hypersexualization of women in videogames, it would lead to an increase in rape myth acceptance.” In one of Jess’ experiments, he focused on the effects of avatar features on women’s experience of self-objectification.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
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.