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gender roles and video games
gender roles and video games
gender roles and video games
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As the gaming industry continues to progress, and become a bigger part of society, more people begin to become interested in games. However, game developers must decide how the games are constructed and who their target consumer is. Most games in circulation today are based on the interests of the male demographic. This raises the question, “What causes different preferences in games among gender?” There will always be distinctive characteristics that stand out between males and females, but pertaining to the gaming, there are major attributes that affect preference such as, exposure, goals, and values. The gaming industry brought in $18.8 billion dollars, an increase of 40 percent compared to the prior year. In 2007 267.8 million games were sold, averaging out to about 540 games being bought per minute. The exposure of games is widely spread, 68 percent of households in the U.S. play games. The difference of however is, the amount of girls and boys playing. A study conducted of 236 students showed 75.8 percent were gamers. This group of students 91.3 percent of the boys played either computer or videos. However, only 54.1 percent of the girls played videos games. Another factor in exposure is game placement, which means where the games are placed in the home. The most common place that has been found is in the ‘ bedroom, which limits girls’ access. The level of exposure differs greatly in the two genders which also limits the opportunities where girls can play other girls in games, while increasing the interactions between males. The games produced by companies contain many different types of game play, but the most common types of games are action and adventure. The games are being played by majority of both genders, but st... ... middle of paper ... ...girls, during game play revolve around the values, goals of genders, and exposure. Works Cited • Eow, Yee Leng, et al. "Form one students’ engagement with computer games and its effect on their academic achievement in a Malaysian secondary school." Computers & Education 53.4 (2009): 1082-1091. Academic Search Premier. EBSCO. Web. 8 Oct. 2009. • Leahy, Natasha "The Hidden Life of Girls: Games of Stance, Status and Exclusion." Children & Society 22.2 (2008): 144-145. Academic Search Premier. EBSCO. Web. 8 Oct. 2009. • Hayes, Elisabeth "Women, Video Gaming & Learning: Beyond Stereotypes." TechTrends: Linking Research & Practice to Improve Learning 49.5 (2005): 23-28. Academic Search Premier. EBSCO. Web. 8 Oct. 2009. • Investment U, The Oxford Club. “The Video Game Industry: An $18 Billion Entertainment Juggernaut.” Google. 5 Aug. 2008. Web. 8 Oct. 2009.
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
Gee, J. P. & Hayes, E. R. (in press). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan.
“Since female video gamers are so rare, playing shooter games allows girls to be freed from feminine stereotypes and increases their confidence.” (83) The author illustrates how society thinks that women should not play video games by claiming that most girls are disgusted by violent first-person shooter games and tend to gravitate toward softer more ladylike activities. By playing these violent games, Tieu believes that girls will be able to step out of their socialized gender roles. She elaborates on how women can be made more confident in other aspects of life by playing violent video games, by giving the example that she has excelled in mathematics and science which are mostly dominated by males. “Another reason for girls to play FPS games is that it gives us a different way of bonding with
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,
17(1): 107-130. EJ 406 646 Jenkins, Henry, and Cassell, Justine (eds.), 1999, From Barbie to Mortal Kombat: gender and computer games, Cambridge, The MIT Press. Gunter, Barrie, The effects of video games on children :the myth unmasked, 1998 Hayes, Michael, Games war :video games - a business review, 1995. King, Lucien, Game on :the history and culture of videogames, 2002
Video games have now become a social event and people are starting to play in groups and pairs. Henry Jenkins stated that “sixty percent of frequent gamers play with friends, thirty five percent play with siblings, and twenty five percent play with spouses and parents “(Jenkins, 451). Video games have become a middle ground for people to come together and enjoy each others company. In our society today, video games have brought people together through the internet. Gaming community has developed on chat sites, YouTube, and even Facebook.
A feminist movement in its own right has begun in the gaming community. Women are generally believed to be understand by members in many geeky, gamer or nerdy parts of today’s society. In the gaming industry women are statistical and cultural outliers. Gender stereotypes about girl gamers or ‘Gamer Girls’, the latter of which has begun to receive a negative meaning, keep many women from fully participating in the rich game industry culture. Female workers in the gaming industry get mixed signals from an industry that on the outside appears to desire gender diversity in order to attract the growing ranks of female gamers but on the inside it is resistant to change its sexist and discriminatory practices that make women feel singled out and alone. Females of the gaming community not only receive sexist and vulgar remarks from their male counterparts of the community but the very companies, making the games they love to play, single them out more than anyone else. Being that game development is a very male dominated job in the gaming industry it is understandable that women would feel a little advised not to pursue a career in gaming but the few women that do brave the doubts are met with criticism and dominating remarks. They are paid less than their male counterparts and are given less chances at promotions.
Did you know playing video games helps children with their education? A good video game will teach problem solving, math, history, or anything else a parent wants their children to learn. Children that play video games are more educational than those that do not play video games. In this paper you will experience the positive and negative impact video games have on children and teens.
"In order to create an inclusive experience for women, it is imperative that game companies design and market games with female target audiences in mind." (Gonzalez, A., Gomez, E., Orozco, R., & Jacobs, S., 2014).
What is popular or in style is constantly changing, and in America this can happen at a rapid rate. The original games in America were the table to fantasy genre games that instantly became cult classics. This was only trumped by the invention of video games that brought the table top gaming community to a steady decline. With modern video games becoming less social the popularity of the board game is coming back into the family living room. Not only to in bringing family’s together table top games are now showing up in their own cafes, and shops around the world. This culture is now in the beginning of a revival, and once again is bringing gamers together. In turn the culture of table gamers is growing, and evolving with the new found added support. It’s important to understand the current trend of the increase in the tale top gaming arena, and the social effects including psychological impact on players. This information can be used to spot trends, and meanings in the modern day social
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
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.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.