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objectification of women in pop culture
how are women portrayed in media
essay on sexism in game industry
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The media has profound things to say about the physical appearance of a woman. Studies have shown a “link between objectification and sexualization of women in media and an increase in violence against the female gender” (Everbach, 2). Additionally, “sexual objectification has a negative impact on women” (Everbach, 2). Video games are a form of media which sexualizes women. Video games are a male-dominated media (Zorrilla, 1), hence, majority of games are designed to satisfy the male gaze. These games generally support the fact “males are significantly more represented than females” (Zorrilla, 1). Gender is presented in video games is based on stereotypes associate with “male” and “female.” When focusing on outer appearance, males are “muscular,” …show more content…
Their bodies are sexualized, purely for the benefit of male viewers. Yi Mou and Wei Peng (2009) did a study where they took nineteen games (picked based on top sales along with popularity) and studied game segment and character. According to their research all leading characters were male (Mou & Peng, 927). One third of supporting characters reported female. Finally, female characters were the ones in need of rescue (Mou & Peng, 927). Therefore, video games enforce gender stereotypes and place them into two different categories: a sexualized individual or the “damsel in …show more content…
In doing this it presents a hierarchy based on gender, which is relevant in the modern world. Women must be “sexy to have power or they are a damsel in distress that is reliant on men” (Everbach, 6). Young children learn from this form of media and use these images to “undermine the power of females” (Everbach, 7). Video games depict what is currently going on in today’s patriarchal society. Game developers and companies must realize there is a need for balance. It is inevitable there will be games developed sole for males and solely for females. However, companies must market these games in a way both males and females will be interested in playing them (Kondrat, 180). To see a change, video games and all other forms of media need to empower women and remind society gender does not define you. Men and women are
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.
From the individual level to a national and global scale, certain tasks and activities legitimize the gender and define the identity of men and women. Traditionally, the culturally specific behaviors of men comprise masculinity while those of women constitute femininity (Connell, Masculinities 68-69). In many cultures, masculinity and femininity exist in a hierarchy, with masculinity being superior to femininity. The terms can be even further stratified, as some forms of masculinity and femininity are preferable to others (Moss 2). Sociologists often consider the most lauded masculinity in a particular culture to be hegemonic, or dominant, and this image of maleness becomes the ideal for men in that society (Moss 2). Although the concept of masculinity is constantly evolving, one activity that is often intertwined with the hegemonic form is the practice of sport (Brandt and Carsens 233). Similar to the evolution of masculinity, athletic events have changed greatly over the years. Originally, only males participated in sports, but today a diverse group of individuals can part in a variety of sports from the local to a professional level. However, despite the growing involvement of women in sports, sports media perpetuates a hegemonic masculinity by selectively covering male sports and by emphasizing the bodily performance and sexuality of male athletes.
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,
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
Gender Socialization plays a big part in a child’s life in shaping their femininty and masculinity. Every child is brought with to have played with at least one toy to have called their own. Now, the purpose of the research that has been conducted is to take a further look into how toys that is sold through stores and played by children. This will then give hindsight as to how what is considered the gender norm has a part in gender role stereotyping and the affect these toys have on children view of gender characteristics.
Gender roles and gender stereotypes greatly affect men and women sports. They affect men and women sports so much that men sports are far more popular than women sports. Gender roles are what or society expects of us, and gende2r stereotypes are fixed and oversimplified beliefs. The difference is that gender roles are what we observe in society, and gender stereotypes are what we assume about certain individuals (Rathus, 2010, p.447).
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...
Sports become stereotyped as gender-neutral, feminine, or masculine based on conceptions regarding gender, gender differences, and beliefs about the appropriateness of participation due to gender (Colley et al., 1987; Csizma, Wittig, & Schurr, 1988; Koivula, 1995; Matteo, 1986). Sports labeled as feminine seem to be those that allow women participants to act in accordance with the stereotyped expectations of femininity (such as being graceful and nonagressive) and that provide for beauty and aesthetic pleasure (based on largely male standards). A sport is labeled as masculine if it involves the following: 1) attempts to physically overpower the opponent(s) by bodily contact; 2) a direct use of bodily force to a heavy object; 3) a projection of the body into or through space over distance; and 4) face-to-face competition in situations in which bodily contact may occur. These characteristics are believed to be appropriate expressions of masculine attributes such as aggressiveness, effectiveness, and power (Metheny, 1965; Koivula, 2001).
A common trend in the entertainment industry today is the objectification of women in society. Sexualizing women are seen in media such as; movies, advertisement, television show and music video, where their main focus is providing the audience with an image of women as sexual objects rather than a human. This is detrimental to society since the media is producing social stereotypes for both genders, which can further result in corrupted social habits. Objectification in media are more focused on females than male, these false images of women leave individuals with the wrong idea of the opposite sex. As media continuously use sexual contents regarding women, the audience starts underestimating women. Specifically movies, it allows media to shape the culture’s idea of romance, sex and what seems
Gender roles refer to theoretical construction about how people who belong to different genders should speak, think, dress, act and interact within the context of community they live in. Moreover gender roles divided into two main elements, which are dependent on the cultural context as well as the personal preferences or tendency of someone. Gender representations in “The Hunger Games” represents classical shifts away from mainstream gender roles with some elements and reinforces established gender roles in others. Girls are presented as the fairer gender, with an inclination towards being emotional and kind and rarely have characteristics of toughness and strength as is characterized by boys. On the other hand,
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.
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.
Since, the 1960s’ women in the United States have made significant progress in many diverse fields. Today, women can be found having significant positions in business, politics, sports, etc. The ability for women to choose which position they would like and in what field, was an option not always available to them, this right was won through much struggle. The fight for equality is not over however, because women still trail men in the amount each gender gets paid, with women being paid on average less than men. Another issue with gender in this country is the way women are portrayed in the media. I had an opportunity to read five different articles and each article was able to show that differences still exist between men and women with regards to the media and how each gender is portrayed.
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.
Masculinity and femininity are two terms, which have been interpreted differently throughout history. Both the males and the females have responsibilities and duties but these duties differ based on one’s gender. Gender has played a prodigious role in the economy, politics, and the society. Everyone starts making interpretations of the strengths and weaknesses based on one’s gender. These interpretations are not always based on his or her ability but is usually based on his or her gender. Males tend to be judged as extremely strong and unfashionable in terms of appearance. Whereas, females are judged as expensive and very fashionable. Males and females both differ in their abilities and their enjoyments. Fashion, entertainment, and strength are three topics, which are used to define masculinity and femininity in the 21st century.