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Gender roles and video games
Stereotypes of gender roles in video games
Stereotypes of gender roles in video games
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Damsel in distress. Skintight clothes. Big breasts. What do these three things have in common? All three concepts perpetuate sexism and subjugate females to objectification. This phenomenon is typically illustrated in video games. With the prevalence of video games, it has exponentially risen to the limelight, transcending into professional sports or Esports. Esports can be described as a form of sports where principal features are facilitated by electronic systems. Most frequently, Esports take the shape of organized multiplayer video game competitions, particularly between professional players. Additionally, careers in gaming have entered the streaming realm, with online websites such as Twitch. With websites such as Twitch and broadcasted …show more content…
These gender traits have been deeply ingrained within our culture. After decades in which society perceives women as submissive and dependent, gender stereotypes start to take form. One of the stereotypes, resulted from gender roles, is videogames as a male activity. This is clear when coming across toy aisles in local stores. There are explicit gender divides and evident signs indicating which toys are for which gender. In the video game section, it is not as blatant but it is clear that it is appealing to boys. This conception of video games as a male interest, was heavily circulated from the ‘90s through television commercial, magazine ads and the media, as it often depicted boys playing games. It was found back in the 80’s and 90’s that boys were encouraged more to pursue fields in science or technology, whereas females were once again restricted to careers embracing more feminine qualities. As a result, throughout the years, there has been an underlying idea that video games are assigned to males. Therefore, gender roles hold a considerable amount of influence as to why there is a lack of female representation in the gaming
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
This is because it is common for males to freely express their own fantasy that they lack in reality. In addition, they play video games to be their ideal self. If they were to play a female character, it would lean more towards the fact that it depicts what they want their dream girlfriend to look like. In Video Games and Gender by Michelle Zorrilla, video games have long been known as a male-dominated media. There would mostly be male characters than there are female characters because female characters are usually depicted as the subordinate character.
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
“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
And after many researches, it been found that men are more addicted to video games, because most of games reflects their actions and behavior, and the type of games they play are usually contains violence and, action. And the male characters are always represented as a muscled and tough men. Unlike females they are less addicted to video games, because when they found most of games contains violence, and their naturality is usually calm and soft, they stayed away, so they turned to adventure, and puzzle games. But what made arguments is the representation of females, they were often shown as a sex object, and that because game designers tend to please male players, more than females because their percentage is higher. Games industries are willing to change the representation of each character from different gender in next the generation of games. but will it be more successful than the way genders are being represented now
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...
Girls are supposed to play with dolls, wear pink, and grow up to become princesses. Boys are suppose to play with cars, wear blue, and become firefighters and policemen. These are just some of the common gender stereotypes that children grow up to hear. Interactions with toys are one of the entryway to different aspects of cognitive development and socialism in early childhood. As children move through development they begin to develop different gender roles and gender stereotypes that are influenced by their peers and caregivers. (Chick, Heilman-Houser, & Hunter, 2002; Freeman, 2007; Leaper, 2000)
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.
The work's topicality is characterized by the existence of the gender stereotypes in society, having generalization, and does not reflect individual differences in the human categories. Meanwhile, there is still discrimination on the labour market, human trafficking, sexual harassment, violence, women and men roles and their places in the family. Mass media offers us the reality, reduces the distance, but we still can see the negative aspects too. TV cultivates gender stereotypes, offering ideas about gender, relationships and ways for living. Such media ideas attach importance to many people in the society. Consequently, it is quite important identify gender stereotypes in the media, in order to prevent false views relating to gender stereotypes.
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.
From this, it concludes that the media and online gaming can create and reinforce gendered behaviors. These video games affect the child's identity and their perception of others. In conclusion, the video games that contain sexual themes become more graphically portrayed. And the video games that use Damsel and Distress plots reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes.
In elementary school one of the most common phrase used was, “You can’t do that you're a girl.” Society puts gender stereotypes and expectations on children at a very young age. I never really understood these stereotypes and expectations until later in my life. I couldn’t figure out why it was that boys were not allowed to like the color pink, and if the girls wanted to play “boy” sports it was seen as unusual. My family consists of my parents, my sister and I; so I never had sibling of the opposite gender in my life. I didn’t have someone to compare gender differences with. I was given toys no matter what gender they were geared towards. I remember receiving hot wheels cars and baby dolls the same year for Christmas and never thought anything thing of it. I think that these experiences has really shaped who I am today.
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.
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.
Gender stereotypes are very prevalent in today’s early childhood classrooms with societal expectations playing a significant role in generating the negative outcomes of both sexes (National Union of Teachers, 2013, p. 4). These societal expectations perpetuate inequality and become apparent through various interactions, messages and materials as well as through professional documentation such as the Australian Curriculum or the Early Years Learning Framework (EYLF) (Siraj-Blatchford, 2004, p, 22). This type of inequality disadvantages students creating restrictions on the possible opportunities they can encounter throughout life as well as impacting on their self-esteem and relationships (Siraj-Blatchford, 2004, p, 22) (National Union of Teachers, 2014, p, 3).