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Sexism in video games essay
Gender roles and video games
Sexism in video games essay
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The Representation of Females in Gaming
2015 marks the release of the second game in the reboot Tomb Raider franchise, Rise of the Tomb Raider, staring Lara Croft on another one of her action packed adventures. Thus marking the chance to talk about the representation of females in gaming.
Lara Croft is the most famous female protagonist in gaming from the last three generations of console but before her rise to fame, the gaming community had the Metroid series’ to play. Metroid defined gaming with the “original jaw-dropping moment”. At the end of the 1986 Metroid release it's revealed that the character under the suit is Samas Aran, a female in a pink bikini, at a time when gaming was all about man power and saving the "Damsel in Distress". No one assumed that a female was the one kicking alien arse. Instead many gamers played the game thinking the main protagonist was a male called Metroid…Later it was released that by typing in the cheat code ‘Justin Bailey’ players were treated to the hero with all the upgraded weapons
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During the development of the original Tomb Raider a designer ‘accidently’ coded Lara’s breasts to be 150% bigger than the intended size and was later "persuaded" to keep them in the game. This later lead to a rumour about a nude cheat, which would result in Lara stripping down to her birthday suit. Luckily this ended up being a gaming myth but that didn’t stunt the attempt of eager male players who wanted to see beneath the short shorts and tank top. Players still speculate about the Tomb Raider nude code today; which ensures Lara Croft's position as a sex symbol in gaming. But with the release of the reboot Tomb Raider franchise Lara's build has changed to a more proportioned, realistic style, more representative of the average size 10 instead of a size 2 with double Ds. Although it hasn't stopped the character from being completely sexualised, it has provided a more realistic standard for
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.
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
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
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...
Everyone is different in their own unique ways. We are characterized by what we wear, what we look like, how we walk, and how we move. We are also characterized by our likes, dislikes, hobbies, and more. In addition to all of this, each one of us is characterized by what culture we are a part of. We represent that culture and its subcultures in unique and interesting ways. Today, I will share with you what subculture I belong to. I belong to a subculture of gaming, and I will talk about how, when, and why I participate in this culture.
"In order to create an inclusive experience for women, it is imperative that game companies design and market games with female target audiences in mind." (Gonzalez, A., Gomez, E., Orozco, R., & Jacobs, S., 2014).
A loud stomping is heard in the distance accompanied by the sound of trees falling. A curly haired, red headed woman crouches through tall grass and slowly pulls back an arrow ready to fire at a mechanical beast. The arrow is fired and hits directly at the dinosaur-like machines weak spot and it immediately falls and hits the ground like a ton of bricks. The video game Horizon Zero Dawn is one of a few instances in modern day, western society where a woman is used as the strong, yet balanced champion in an allegory (Guerilla Games 2017). While sex and gender equality in contemporary western culture still has a way to go, an individual would find it difficult to argue that it has not improved immensely.
In conclusion, the video games that contain sexual themes becomes more graphically portrayed. And the video games that use Damsel and Distress plot reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes. As most of those games show female character wearing revealing clothes, which reduce their identity to mere sex objects. However, developer put emphasis on the masculinity and physical power in male character. They way those games portray female and male character it reinforces gender-role stereotype. This can negatively affect the identity and the perception of the person playing those games,
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.
Her wardrobe seized on a bit of pizzazz in the 1990s after she commenced sporting clothes crafted by renowned style designers such as Calvin Klein and Vera Wang (Fashion). Not merely has this doll transformed into an globally recognized style savvy doll, she has left psychologists and parents wondering if she could be at obligation for countless female body picture setbacks because of her overly slender
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.
There is a huge difference in how male gamers and female gamers are seen an treated by the community. Gaming, as seen by society, is something that identifies itself with males, and with good reason, video games were originally marketed to males and has been for deca...