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#GamerGate Elicits Endangering Situations for Female Critics Nick Wingfield’s essay, “Feminist Critics of Video Games Facing Threats in ‘GamerGate Campaign” discusses the danger that women are subjected to after criticizing the gaming industry. This essay was published on October 15th, 2014 in the technology section of the New York Times. Wingfield’s essay explicitly discusses Anita Sarkeesian, a feminist critic and the #Gamergate campaign – “a term adopted by those who see ethical problems among the game journalist and political correctness in their coverage” but was instead utilized to intimidate female critics (Wingfield 4). Wingfield uses a cause and effect organizational structure to convey his message by first, including an anecdote …show more content…
The main female critic exposed to numerous dangerous situations that Wingfield references in his essay is Anita Sarkeesian. Due to expressing her opinion on the stereotypes of women in video games, Anita has been receiving rape and death threats from people who disagree with her arguments (Wingfield 1). Wingfield included Sarkeesian’s experience to show an example of the things that women go through when they express themselves in the gaming industry (Winfield 4). The #GamerGate campaign, a twitter hashtag dedicated to intimidating female critics, is one of the factors that is promoting this negative behavior toward women. Wingfield claims that ever since this campaign has initiated, the threats against women have become more intense. Although this behavior seems to have started to occur recently, the harassment is stemming from “larger changes in the video game business that have redefined the audience for its product, expanding it well beyond the traditional young male demographic” (Wingfield 5). This shows that gamers are not only reacting negatively to gaming criticism done by women, but it also shows that their reaction is occurring because of the changes that have been applied to
In the cases of school shootings that took place at Columbine High School, Sandy Hook Elementary, Virginia Tech University and Northern Illinois University, the media highly publicized the fact that the perpetrators were avid video gamers, but why is this important? The media want’s your attention and they are more than willing to say almost anything to get it. They reported that the perpetrators were avid gamers with the implication that there is a well establish connection between the two when there is not. They exploit the fear of parents and concerned citizens by not including relevant corresponding information in order to leave you more interested lea...
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
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 today’s society, the dominant ethnic group continues to be the white race, as it has been for the past few centuries. Whites can ignore what is occurring in the world since the majority of the time it does not specifically affect them. The Caucasian race is very privileged, yet they are unaware of this fact, and it is, therefore, invisible to them. There are many reasons as to why this fact is true, some of which is explained in Roxane Gay’s novel “Bad Feminist,” she outlines her views on this subject and writes about what knowledge people should have about their privilege and how they can change their perceptions. People being unable to acknowledge their privilege becomes a worldwide issue and affects the lives of many individuals worldwide.
The article I have chosen for my rhetorical analysis is #Gamergate Trolls Aren’t Ethics Crusaders; They’re a hate group because it seemed interesting. The reason I was drawn to this article was because of the title, I was interested to know what it meant. This article, written by Jennifer Allaway, is about gamergate, an online gaming community, and the hate they show towards others. Jennifer does research on sexism in videogames and how it correlates to the gamers that play these games. She was collecting data from different organizations by using a questionnaire that gathered information on diversity in the videogame community. When some gamergate members
I want to make it clear, to those who may question my positionality, that I do not believe that my journey as a white person is somehow special or better than anyone else’s. I do not believe that I hold some sort of special looking glass through which the solution to whiteness can be seen. I am a production of whiteness, and I am also a human being, which means I have many, many, flaws and blind spots that I continue to work on while simultaneously being inhibited by this blindness in my effort to see past it. What I do believe, as Roxanne Gay so beautifully said in Bad Feminist, is that,
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.
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
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)
Do video games cause violence? Violence in our real world caused by playing a video game that has guns in it or even death. Some people say they do and others don't. Here are my three reasons why video games do not, have not, and will not cause violence.
It was only till the damage was so severe, when Gjoni returned to the post to update it with the truth that Grayson never reviewed Quinn's games, before or after release. Unfortunately, even though the claims were proven to be false, Quinn and their family were subjected to an extended and misogynistic online harassment campaign. At first, users who were in support of Quinn’s attacks named their campaign the "Quinnspiracy", and it was not until later the campaign changed to the current name of “Gamergate” via a Twitter
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...
Chimamanda Ngozi Adichie is a Nigerian author who has received numerous awards and distinctions. Her main argument is that everyone should be a feminist not because of our gender, but because it is what is right. Adichie has been featured in Beyonce’s song, “Flawless”, spreading awareness to the idea of feminism. “We Should All Be Feminists” is a book about her experiences in Nigeria, where men are more powerful than women. The intended audience of the passage is each and every person residing in heavily patriarchal societies. Hesr thesis is “we should all be feminists”.