Stereotypes Of Women In Video Games Essay

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As of 2010, according to a study of 1,000 people done by the Institut National d’Etudes Démographiques, 50.4% were men and 49.6% were women. As of 2003 and of the two thousand characters in video games studied by Children Now, 64% were men and only 17% were women (The male and female populations section, para. 1). There is an obvious discrepancy in the way that women are portrayed in video games. The lacking and often negative depiction of women in video games violates their intrinsic value. Intrinsic value is the revolutionary idea that people deserve to be treated with respect, dignity, fairness, and equality. However, women in video games are constantly disgraced. Women in real life deserve positive portrayals in video games that acknowledge …show more content…

Henning, Brenick, Killen, O'Connor, and Collins (2009) state that ‘it is a well-known fact that today U.S. adolescents spend large amounts of time playing video games" (as cited in Anderson and Bushman, 2001, p. 171). Like any other form of media, it is important to analyze the types of messages that are being spread, especially when they reach a large audience of all ages. With regards to portraying genders, it is vital that all are represented equally. While video games are getting better at depicting female characters, it is a slow progress. Very few blockbuster titles have female leads; one of the exceptions being Lara Croft's Tomb Raider. Out of 36 games studied by Children Now (2003), only Tomb Raider featured exclusively female choices (The male and female populations, para. 4). Even so the character, Lara Croft, mainly exists to please the male gaze. Her appearance is overtly sexualized and several in-game camera angles act to accentuate her figure. Another popular series to include a multitude of women is The Last of Us. Although this title incorporates a female playable character, the player does not play as them for the majority of the game. If a female character is not sexualized in a game, she is most likely one-dimensional. Alexandra Neonakis commented that "more often than not…women [are represented] as either a damsel in distress or a male character in a female body" (Jamstew, 2015). The character may serve simply as a background prop or a sidekick. More often than not females are simply not included in games at all. Misrepresentation on this scale can lead to real world consequences. Many do not realize that misrepresentation is even an issue and that is where the problem begins. By not acknowledging sexism in gaming, the problem can only worsen. As the problem continues to grow, sexism in real life will be perpetuated. Han (2014) states

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