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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
... 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,
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.
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
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.,
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
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.
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)
Video game industry have been representing female character as sexually objectified or shown as a victim who is in desperate need of help through male protagonist, this portrayal has negative effect on the mind of our generation and the gender roles they identify with.
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.
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.
Young girls who enjoy action figures and race cars or young boys who enjoy playing with dolls and playing dress up may feel like they are wrong in liking things they believe they are not supposed to like, forcing them to feel like they must push away these “incorrect” interests. Children know from a very young age what interests they are supposed to have and what interests they believe surrounding people would want them to have. In a 2007 study performed by Nancy K. Freeman and her research team for the Early Childhood Education Journal, results showed that “when 3-year-olds separated ‘girl toys’ from ‘boy toys’ 92% of their responses reflected gender-typical stereotypes” (Freeman). Children were also able to distinguish that their parents would not approve of them playing with the opposite gender’s toys. (Freeman). This data shows the profound impact that gender stereotypes have on young children, which would greatly influence their play choices and perhaps choices made throughout their entire lives. Children should not feel such a pressure and should be able to express themselves outside of the gender roles society has assigned to them before birth. In Alice Robb’s opinion
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.