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The effect of mass media on gender roles
The effect of mass media on gender roles
The effect of mass media on gender roles
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Whatever we see in movies, television, video games, or any other source of entertainment, there will always be a male figure who symbolizes masculinity to the fullest extent. All that masculinity representing empowerment is what seems to appeal to men nowadays. In Michael Kimmel’s Guyland: The Perilous World Where Boys Become Men the novel presents the irresistible desires that men seek in order to receive the approval of other men. An approval where men gain access to the concept of Guyland, where young men become masculine in order to fit in socially and to feel empowered. However, achieving absolute masculinity leans toward the use of violence that is presented in the media, presenting a message where violence is used for the purpose of
Kimmel elaborates on fantasy through gender stereotyping where he depicts men as having “biceps…upper torsos are so massive, their waists so small, and their thighs so powerfully bulging” (Kimmel 157). For the depiction of women they are “a sort of recently sexually ravaged look—with breasts so large and a waist so small” (Kimmel 157). Kimmel is implying that how we view gender-specific ideal beauty standards influence the way we imagine a fantasy world through the use of appearance. Since mostly men engage in video game media it seems that they dominate the video game world where they get to play a character that depicts what they want to look like. This is because it is common for males to freely express their own fantasy that they lack in reality. In addition, they play video games to be their ideal self. If they were to play a female character it would lean more towards the fact that it depicts what they want their dream girlfriend to look like. In Video Games and Gender by Michelle Zorrilla, video games have long been known as a male-dominated media. There would mostly be male characters than there are female characters because female characters are usually depicted as the subordinate character. Statistically “there were still more male characters (60%) than female characters (40%) on the Web site” (qtd in Zorrilla) in games such as Guild
Kimmel uses his own experience when he talked to some of the young men engaging in video games at the Alpha house by asking questions. Questions such as “but when do you guys study? And don’t you have to go to classes?” (Kimmel 147) No response was given except for “braniac” (Kimmel 147), a defense mechanism in order to feel as if they are not at fault. Such a tone demonstrates that the Alpha house boys do not wish to deal with the stress coming from schoolwork. Their study habits show that they may not be in control of their lives as video games tend to be a distraction. This demonstrates that the media is in control of people more than people being in control of their lives. I believe that young men choose not to discuss schoolwork as they place their concerns about them at the last minute. To elaborate more on violent video games in this scenario, Dr. Christopher J. Ferguson from Ryan Dube’s article, said that violent video games could be used as a form of therapy to help people find a way to “work through their frustrations” (qtd in Dube) in real life. Kimmel views this as a negative way of coping with stress due to the fact that video games tend to be addicting as if they were drugs or alcohol. Although video games isn’t necessarily an appalling form of reliving stress it is true that they can be
In Kimmel’s essay “’Bros Before Hos’: The Guy Code” he argues that the influence of society on masculinity is equal to or greater than biological influences on masculinity. In the essay, Kimmel uses various surveys and interviews to validate his argument. He points to peers, coaches, and family members as the people most likely to influence the development of a man’s masculinity. When a man has his manliness questioned, he immediately makes the decision never to say or do whatever caused him to be called a wimp, or unmanly. Kimmel’s argument is somewhat effective because the readers get firsthand accounts from the interviewees but the author does not provide any statistics to support his argument.
The concept of masculinity is considered as the qualities and characteristics of a man, typical what is appropriate to a man. In this article, A Community Psychology of Men and Masculinity: Historical and Conceptual Review, The author Eric S. Mankowski and Kenneth I. Maton, analyze four main themes: "Men as gendered beings, the privilege and damage of being a masculine man, men as a privileged group, and men’s power and subjective powerlessness. The second and fourth themes are described as
Jackson Katz is the founder of Mentors in Violence Prevention which is an education program that has been focused on military and sporting organizations in attempts to put a halt on gender violence. Other than being an educator, Katz is also an author and filmmaker. In 2013, he produced the film Tough Guise 2. In this film, Katz reviews the normalization of male jurisdiction in America. The film looks at the messages of gun violence, sexism, and bullying that are sent to men throughout their entire life. Tough Guise 2 argues the statement that male brutality is a rooted back to our cultural standards of manhood. A pivotal point of the film is that a male’s masculinity is not just handed to them, it must be earned. During the course of the film, this point is supported by examples such as gun violence, homophobic messages and mass shootings.
Realistically, when someone is more powerful, they have the ability to set the rules. Men have historically held power in society, which means that women did not have as much stance or freedoms as men have had in the past. For example, Canadian women did not have the right to vote until the year 1916. This factor has continued to trail into the present day, creating the ‘weak’ image towards women, overall forcing and pushing men to become the opposite of this factor. Thus, cultural ideals of masculinity rely on the ideas of femininity through patriarchy and gender binaries. The emphasis on characteristics of men are being exaggerated, as society is pressuring men with unattainable standards of masculinity such as being tough, muscular and buff. Men continue to conform to these characteristics, in the fear of being oppressed through exclusion, which only strengthens society’s standards even more. This leads to more societal pressures on men, thus leading men to experience more societal pressures in the fear of feeling excluded. These “systems of inclusion and exclusion are divisions or barriers that prevent people from joining and belonging.” (50). For example, if a man wears nail polish, they may be oppressed and excluded through facing ridicule and bullying, because wearing nail polish is considered “girly”, therefore this boy is rebelling against society’s socially
War has been a mainstay of human civilization since its inception thousands of years ago, and throughout this long and colorful history, warriors have almost exclusively been male. By repeatedly taking on the fundamentally aggressive and violent role of soldier, Man has slowly come to define Himself through these violent experiences. Although modern American society regulates the experiences associated with engaging in warfare to a select group of individuals, leaving the majority of the American public emotionally and personally distant from war, mainstream American masculinity still draws heavily upon the characteristically male experience of going to war. In modern American society, masculinity is still defined and expressed through analogy with the behavior and experiences of men at war; however, such a simplistic masculinity cannot account for the depth of human experience embraced by a modern man.
Jensen provides evidence throughout the text for three assumptions on why masculinity must be terminated from pertaining to just males. It is proposed that masculinity is harmful for both men and women, that men are surrendering their humanity by conforming with masculinity, and
We’re all familiar with the stereotypes and myths about what it means to “be a man.” The victorious leader gets what he wants using aggression and does not accept failure; he is smooth with the ladies, and he is often good with a gun. He is usually rich and in control, especially in control of women, like a father who loves his daughter dearly but will be damned if she’s going to go out dressed like that. The list could go on and on with the stereotypes. But the Coen Brothers’ cult-classic film, The Big Lebowsk (1998), with its hero “The Dude,” contradicts these notions of masculinity. The Coen brothers offer several familiar stereotypes of masculinity (the Vietnam vet, the successful capitalist, an oversexed bowler, some aggressive German nihilists), yet it is these characters that throughout the film are shown to be absurd, insecure, and even impotent. It is these stereotype men that the Coen brothers criticize. “Sometimes there’s a man,” says the narrator over and over again, pointing out the Dude’s non-stereotypical masculinity as the true representation of what it means to be a man. The brothers then illustrate that the men who give no thought to their identity, who ignore the pressure to conform to cultural expectations, are to be regarded as “real men.”
If you were to ask many video game enthusiasts about their favorite female video game heroines, the answers you’d get would be very varied - some will say Lara Croft of the Tomb Raider series, others say Alyx from the Half-Life series, few say Jade from Beyond Good & Evil, a handful will vouch for Chell from Portal, and a lot of old-school folks might just say Ms. Pac-Man. However, there is another video game heroine who has managed to reach into the hearts of gamers, both male and female, proving that she was just as awesome as any celebrated male hero. However, for gamers who were sitting tight in front of their television sets, exploring the desolate planet of Zebes via their Nintendo Entertainment in 1986, it was widely assumed that the famed bounty hunter was male. At the end of the adventure, the big reveal was made - removing her helmet to signify a job well done, Samus Aran, protagonist of the Metroid series, was indeed female. For the purpose of this paper, we’ll analyze the heroics of Samus through three distinct analytical lenses: The Hero’s Journey (from Joseph Campbell), Carl Jung’s archetypes, and through feminist analysis.
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
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
In the views of Micheal Kimmel “hegemonic masculinity” is a socially constructed process where men are pressured by social norms of masculine ideals to perform behaviors of a “true man” and its influence on young male’s growth. It is the ideology that being a man with power and expressing control over women is a dominant factor of being a biological male. The structure of masculinity was developed within the 18th to 19th century, as men who owned property and provided for his family with strength related work environments was the perfect example of being a generic “American man.” Kimmel introduces Marketplace Manhood and its relation to American men. He states, “Marketplace Masculinity describes the normative definition of American masculinity.
In this male driven era, women are perceived to be fragile and submissive. This, in turn, affects the purpose and outcomes of the products offered by the gaming industry. Production companies strive towards games that recognize males as alpha models that control the realms of the universe. Females, if at all included, are recognized as delicate flowers that need to be rescued or as seen as the ultimate prize. In the Sex Roles journal, the authors emphasize, “Female characters rarely appear, and that when they do, they are mostly in a submissive, secondary role” (Jansz & Martis 2007). Gender stereotypes are evident in most AAA games, such as GTA 5 and Temple Run. However, the few exceptions lie within indie games such as Even Cowgirls Bleed where women take the main lead. The representation of gender stereotypes in games is studied through the analysis of Temple Run and Even Cowgirls Bleed.
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
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 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.”