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, …show more content…
And after many researches, it been found that men are more addicted to video games, because most of games reflects their actions and behavior, and the type of games they play are usually contains violence and, action. And the male characters are always represented as a muscled and tough men. Unlike females they are less addicted to video games, because when they found most of games contains violence, and their naturality is usually calm and soft, they stayed away, so they turned to adventure, and puzzle games. But what made arguments is the representation of females, they were often shown as a sex object, and that because game designers tend to please male players, more than females because their percentage is higher. Games industries are willing to change the representation of each character from different gender in next the generation of games. but will it be more successful than the way genders are being represented now
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
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.
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
It is very common for several TV shows or movies to reflect real life society, depending on what genre. Game of Thrones, a TV adaptation of George RR Martin’s A Song of Ice and Fire series depicts our society very well; despite the fact that it takes place in a fantasy medieval-like land, called Westeros. This show puts an emphasis on both gender and sexuality, with men being dominant in that society while women are often referred to as the inferior. It also includes several double standards for men and women and comprises compulsory heterosexuality. The show also heavily focuses on class and social stratification: the differences between two of the main classes in the
Gallagher, Danny. “7 Health Benefits of Playing Video Games.” The WEEK. The WEEK Publications, Inc. 10 March 2013. Web. 3 May 2014.
“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
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...
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.
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,
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
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.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
A gender role attitude is an individual’s interpretation and expectation on how a woman or man should behave. These assumptions create a socially accepted “norm” about each gender. In various lectures, we examined three common gender role ideologies; traditional, egalitarian, and transitional. A traditional gender role would fit into society’s fundamental outlook on a household. An individual holding this view would believe that men should work and earn money for the family, while women stay at home to do house work and take care of the kids. An egalitarian position believes that both women and men should equally distribute responsibility throughout every situation they are faced with. This would include dividing duties up evenly despite what type it is (more strenuous chores vs. easy chores). A transitional approach combines the traditional and egalitarian approaches together. A couple who practices this attitude would split up the tasks equally but in a way that still views men as holding the majority of the “household” power. For example, women would do the dishes and clean the house while men would cut the lawn and fix the car because those jobs are “more difficult”.
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.
Movies and video games today, play a significant role in shaping the attitudes, thoughts, and beliefs of society. In terms of being more influential on its particular audience, video games are a much more potent medium of entertainment than movies for a variety of reasons. The influence video games have on their participant are very obvious and overwhelming. Study’s concur the overall impact of video games on their audience is substantial when comparing them to movies. Video games have a substantial influence on its audience because video games are increasing violent behavior of the player, contain more violent content and a deeper complex plot, and video games require a much deeper lever of engagement of the player.