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Effects of video games on teens and children
Effects of video games on teens and children
Effects of video games on teens and children
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Video games are often considered to represent and be directed towards a male audience. Including in the terms of market audience, player base, and character representation in game. They also are said to produce communities that are hostile towards females as well. Specifically looking at two well know video games like Call of Duty and Grand Theft Auto. Research showing gender representation in video games often focuses on a few key points of how men and women are depicted differently, Media also helps portray these roles and stereotypes. Games like these can be seen as male-centric, as evidence from gender marketing strategies shows, or specially taking a look while playing this game. As proof you can see how genders are depicted differently …show more content…
There is the main stereotype that video games are for boys and girls have their own toys. Findings for gender representation in video games generally support past findings in that males are significantly more represented than females (Williams et al., 2009; Robinson et al., 2008; Miller & Summers, 2007; Burgess et al., 2007; Ivory, 2006). Much of the media and game designs promote the stereotype that video games is for boys. Burgess et al. (2007) found that “males were twice as likely to appear on covers as females were” (p. 423). Many other articles research show even how characters in the video games are stereotyped. Girl characters are tiny and sexualized, and weak or subordinate to men, while male characters are manly men and heroes. Ewan Kirkland points out in his article (“Masculinity in Video Games: The Gendered Gameplay of Silent Hill,) “one can immediately see that, predominately, male characters in video games are depicted as muscular, heroic, athletic, and defined by their machismo.” Not only does this set stereotypes on how boys need to be, but also roles men play compared to women in society. Male characters are typically violent and their objective is to kill. These characters are portrayed as strong, muscular, and usually with facial hair. While female characters are portrayed as cunning, slim, and “perfect”. This gives out not only stereotypes, but unrealistic expectation to players in the real world. Which can be harmful to their gender views but also
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
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
Leaper, Breed, Hoffman, and Perlman (2002) reiterates Junn (1997) findings that compared to women, men are overrepresented (Leaper, Breed, Hoffman, & Perlman, 2002). Leaper et al. conducted a time-based structured observational study by evaluating a total of 12 different child target television shows. They selected 3 shows from each of the following categories: traditional adventure, nontraditional adventure, comedy, and educational/family (Leaper et al, 2002). In addition, Leaper et al examined the number of characters in each film while also looking at the amount of time each character exhibited predetermined behaviors (talking fear, negative, physical aggression, victim, romantic, directive, politeness, and support) throughout the show (Leaper et al., 2002). At the conclusion of the study, Leaper et al. reaffirmed that female characters are underrepresented. In addition, however, Leaper et al. found that one genre, traditional adventure (“emphasizing a central male hero”) was more likely to contain gender stereotypical behaviors (Leaper et al., 2002, p. 1655). Ultimately, Leaper et al.’s conclusion can suggest to children that male characters’ overrepresentation in child-targeted media is because men are at the top of the hierarchy and are more important in society than women (Leaper et al.,
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.
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.
“Bringing Down the House” featuring Steve Martin and Queen Latifah is a clever comedy that creatively showcases the sociolinguistic phenomena covered in this course. The film is about a tax attorney named Peter, played by Martin, who stumbles into an online lawyer chat room and meets Charlene, played by Latifah. The two chat frequently, mostly about court cases, and eventually decide to meet in person. When the day finally comes, Peter is greeted at the door with who he thought would be a middle-aged Caucasian woman, but happened to be Charlene, a black woman who just escaped from prison. Thinking this was a mistake, Peter tries to kick out Charlene but is later convinced she is the one who he was speaking with in the chat room. Charlene was able to successfully impersonate a lawyer through speech, and along with a deceiving picture, able to convince Peter she was a petite blonde. During these chats, the two talked about court cases that happened to relate to Charlene’s predicament with the law. In attempt to clear her name from a crime she did not commit, Charlene researched the judicial system and similar court cases to hers while in prison. Now that she is out, she seeks personal assistance from Peter who has already through the internet, given her support. All throughout the movie the characters contrast in viewpoints, culture, and most importantly for our studies, language. Charlene and Peter represent different language backgrounds which we can analyze as the root of their character development and actions throughout the film.
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
Reinhard, Carrie L. "Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?"Department of Communications. 2006. Print.
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.
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.
Most of those games show female characters wearing revealing clothes, which reduce their identity to mere sexual objects. However, developers put emphasis on the masculinity and physical power of male characters. The way those games portray female and male characters reinforces gender-role stereotypes. This can negatively affect the identity and the perception of the person playing those games.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
The gender stereotypes we are experiencing today are outdated and need change. Right now, gender marketing is higher than it has ever been. A comparison can be shown as Robb states “In the 1970s…few children’s’ toys were targeted specifically at boys or girls at all; nearly 70% of toys had no gender-specific labels at all” (Robb). Since the 70’s gender marketing has climbed its way up to its peak. There is a sort of disconnect between marketing and new gender advancements that have been occurring recently. The gender standards that are currently being used are outdated and do not hold true as more women are excelling in the sciences, while more men choose to become stay at home fathers. The “Let Toys be Toys” campaign website claims that “themes of glamour and beauty in toys and playthings directed at even the youngest girls tips over into a worrying emphasis on outward appearance. Stereotyped attitudes about boys are equally harmful as the constant assumption reinforced in toy advertising and packaging that boys are inevitably rough, dirty, rowdy…which feeds low expectations of boys that undermine their performance at school”(“Let Toys be Toys”). These outcomes are not acceptable, and gender-neutral toys may aid in combat against these old age ideals, and could possibly help make the
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.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.