Dietz's Portrayal Of Women In The Virtual World

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Even in the virtual world, male completely dominates over women in video games. Meaning that there are a number of male characters while lacking in female heroins. In almost every game that has been used in the sample by Tracy L. Dietz show that there are few to none female heroin characters, while male characters are used almost exclusively. According to Dietz, “ The most common portrayal of women was actually the complete absence of women at all. In ten of the videos that have characters, there were no women. Thus, 30% of the videos did not represent the female population at all (Dietz 434)”. This quote supports the argument that female characters are not present due to the male dominance in a virtual world. These games tend to lack female …show more content…

Tracy L. Dietz carefully analyzed 33 popular Nintendo and Sega Genesis video games and by doing so she has come to realization that the case she is studying requires to focus on every possible scenarios of the case and examining it contextually is the only way for it to be fully understood (Yin 546). According to the article, one of the most common theme of the studied popular Nintendo and sega genesis games were violence. The games were reviewed to determine whether or not aggression or violence was part of the game and if so, if it was a socially acceptable or normal form of aggression such as that found in sports, or if it was directed specifically at women. Dietz states that, “ The remaining 79% of the games included some type of aggression or violence , ranging from aggression found in sports games to criminal victimization (Dietz 436).” The quote shows that almost every game that was studied had violence as a part of the game, between both genders. Dietz also states that, “ Twenty-one percent of the games included some form of aggression or violence directed specifically at women. Typically these included the violent victimization of a woman that began the game (Dietz 437)”. The author follows it up with, “ Finally, nearly half of the games (N = 16) were found to have violence or aggression directed specifically at other characters. These games typically involved some type of fighting, however, several included aggressive activities that were directed at non-human like characters (Dietz 437)”. This two quotes can be supported by a very popular game called Mortal Kombat 2. The violence in Mortal Kombat 2 is quite graphic and very “realistic”.The game has numerous fighting features which are considered as too “graphic” for the players to handle. Even though this game provides the players to choose

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