Portrayal of Gender in Video Games and its Effects on Society

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According to the data presented by the Entertainment Software Association, roughly 58% of Americans play video games. Worth over 20 billion dollars, the video game industry is one of the fastest growing businesses for entertainment outlets in America. With growing influence on the public, more attention is being brought to the exact content of these games and whether they have any lasting effects on individuals outside their virtual walls. More specifically, gender representation of males and female in video games and their relationship to real societal gender roles has been a topic that has instigated considerable research by social scientists. Though, female gamers make-up over 45% of the gamer population, they are often underrepresented and sexually or stereotypically depicted as characters in games. (The Entertainment Software Association) These stereotypes create extremes for “what is feminine” and “what is masculine”, that as a result, present more rigid gender roles for players and their characters. (Behm-Morawitz & Mastro, 2009) Contemporary gender representations of men and women in video games have damaging effects on men’s treatment and opinion of women, women’s self-efficacy, and female gamers’ position in the gaming public.

Video games, along with other forms of social media, have created a median for gender roles to visualize the social realities that people believe in (Dill & Thill 2007). In video games, female characters have traditionally been underrepresented and misrepresented as secondary non-playable characters that serve as a purpose to pleasure men. According to USC’s 2009 “Video Game Minority Report”, only10% of female characters were playable in games. In the article, “The Effects of the Sexualizati...

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