Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Sexism in the gaming community
Sexism in video games essay
Sexism in video games essay
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Sexism in the gaming community
Since it began, the video game industry has been extremely dominated by men. Due to this, games are geared towards men in their young teens, early twenties. It was shown that video games where one can be someone they have a low chance of being in the real world are favored. Video games allowed men to be gang members, war heroes, soldiers, major sports stars and even aliens or elves. However, the overabundance of masculinity and testosterone led to sexism in games through the sexualization of women as well as male dominance in almost every aspect. Assuming that sex sells and the largest consumers of video games are men, video games as a result have become more misogynistic and sexist in games ranging from Legend of Zelda to Grand Theft Auto. …show more content…
Only in one of the games, Super Mario 2, is Princess Peach a character that can be played (Arteta, 2016). This trope promotes the idea that women are frail, weak and cannot protect themselves. While this is the same concept in most children’s bedtime stories, this teaches young girls the idea that they are helpless and weak, making the idea carry on into younger generations. This trope or idea also brands women as objects that are seen as rewards for male character’s task accomplishments. Even in games where women aren’t seen as the damsel, they are still extremely sexualized which, in turn, objectifies them. One series of games in particular is the Grand Theft Auto series. In the video game, the player is free to do anything they could desire, like kill pedestrians, steal cars and exploit women for sex. The game even features strips clubs and sex workers on street corners. This promotes the thought that women are simply sex objects, their only purpose being serving and satisfying men which in turn demeans and degrades women. The violence against sex workers in video games is an accurate portrayal of the violence sex workers experience in …show more content…
Though there are a few games which feature women as the main playable character such as Silent Hill, Lara Croft and Tomb Raider, these games are extremely overshadowed by games featuring male main characters. Even though games may have female characters, they can still be sexist. Lara Croft, for example, has a disproportionate body with large breasts, a small waist, large hips and is wearing shorts, a cropped tank and gun holsters. Not only is she a strong character, but she’s beautiful too, making her ideal to be marketed toward young men. This shows that in order for games to include female characters, they must have features similar to that of Jessica
Often in videogames female roles are over sexualized and over dramatized within the limited supportive roles that they play, often playing the role of the sidekick. When their the protagonist they’re reduced to nothing but sex icons to appeal to men. Often scantily dressed and a bust size within the D cup and up range. Characters like Lara Croft of the Tomb Raider Series debutting in 1996 and Bayonetta in her own series called Bayonetta which released in 2010. Yet even though they are far apart in terms of release they both feature a lead female role whom dresses in an obscene manner. Why is this? The simple truth is that sex sells, games with female characters with mini skirts and tight shirts generally manage to sell decently well. This causes an issue in the min...
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.
Media is a powerful agent in entertaining children. It also influences and teaches the youth of society the suitable and appropriate gender roles that they inevitably try to make sense of. The power of media is very influential especially in the minds of the youth. Disney movies target the youth and plant certain ideas and concepts about social culture into the vulnerable minds of children. Media uses gender to its advantage, just like Disney productions. Humorous caricatures reveal some harsh realities about the portrayal of Disney Princesses in many movies made by the Walt Disney Company. Disney mixes innocence with the ultimate form of fantasy to capture an audience. Predominantly, Disney helps highlight the gender roles by showing the audience simply what they want to see. In the attempt to stick to the norm and portray stereotypical female characters, Disney created Princesses. Presented as damsels in distress and inferior beings to men, Disney Princesses give children an inaccurate portrayal of gender roles at a young age. Through Disney’s social success and intriguing films, such as The Little Mermaid, Snow White, Aladdin, Sleeping Beauty, Cinderella, and Beauty and the Beast, Disney Princess movies portray stereotypical representation of gender roles through the denigration of the female image, targeting and ruining the perception of youth today.
Such conventions of hetronormative gender representation can be seen in all areas of the mass media today, such as advertising and film. The representation of both male and female bodies within the medium of video games reflects understandings of gender and sexuality, and it is important that we as players are made aware of these representations and what they signify. I argue that Grand Theft Auto IV, through its framing of both female and male bodies, promotes hetronormative hierarchal distinctions between feminity and masculinity, by encouraging players to adopt and act out a hypermasculine role, and by
“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
First, how are most women portrayed in literature? When reading stories of literature with women in it, women are placed in two different categories or types as discuss in Helen O'Hara Connell’s paper Reading Gender Bias in the High School Canon Novels. The first, Connell points out is the most obvious, “silly little girls in frilly dresses” such as Alice from the Alice's Adventures in Wonderland and every Disney princess. Connell also goes on to state, if women are not typed as this “silly little girl in a frilly dress” stereotype, they are androgynous or tomboyish, which one can see portrayed by characters such as Madeline from Madeline (Connell 1994). Even more, a girl can be both a “silly little girl in frilly a dress” and a tomboy at
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...
Sexism also occurs within the actual gaming population where a large, if not whole part of the female gamer population encounters sexist and indecent remarks at least once from the male gaming population.
Dill explain in his article Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment that female video games characters are continuously shown as gorgeous, busty, scantily clad sex objects. This has been confirmed by many video game players that women have been portrayed as a sex object. Dill further explain how women in video games are under-represented and games rarely depict female heroes. This shows that female characters have rarely been shown in video games, and if so those female characters didn’t refl...
Two separate gender roles would be created and maintained as the images of Hero and Princess. Subjectivities would be socially constructed subject positions through global discourses within particular situations (Karen, 2012). Even so, gender stereotypes could be pervasive and persistent in children’s play (Blaise, 2005; Boldt, 2002).The gendered
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.
Ever since I was little I remember playing games where I would fight the bad guy and win the girl in the end. This never seem to affect me or make me wonder what small effect it had on my thought process. In games such as Zelda, call of duty, assassin creed, gears of war, Mario, and even halo you play as a white heterosexual male. The idea of playing this way never seemed to phase me as a young child. As I grew up and became more aware of the difference of people and the need for other as well as myself a need to be able to connect and find one 's self in different place such as games, movies, and TV shows. I became aware of the one sided views that video games seem to have. Then I realized that it was seen as acceptable to only have the one sided displayed due to the lack of speaking out on the need for change.
Some scholars explain this shift in equality with the increase in female game developers (Lynch 2016). Though only at twenty-two percent, female developers continue to shine a light on the lack of female presence. This expanding audience and the prevalence of mobile gaming has fueled the diversity of
In society today, there is pressure from all sides to conform to a certain ideal of beauty. People are overwhelmed with the different types of images and media forms that are telling people how to act and what to look like. Media is one of the most powerful tools at our disposal. It has the power to educate, affect social change, and much more, but if taken incorrectly people will take drastic lengths to change something about themselves. There have been many attempts to empower women through different types of media, but many have failed miserably. Over the last couple of years, Disney has struggled greatly with the representation of women throughout Princess movies because young girls are hounded with images of princesses,