However, advancements in video game technology have had an extensive range of negative effects on the next generation including suggestive themes, physical problems and psychological disabilities. Many video games negatively utilize the advancements in video game technology in order to show more sexually explicit games and scenarios. “Those video games and many others have received very little attention from adults.” (Sullivan) The social content of video games may influence children’s attitudes towards gender roles. Hundreds of video games on the market have women depicted, helpless and unable to defend them selves, rather than initiating action. (Cesarone) One study found that the covers of the forty-seven most popular Nintendo games depicted 115 male and nine female characters; among these characters, twenty of the males played a dominant role while none of the females did.
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Since the introduction of video games in the late 1900s, people of all ages have been captivated by virtual reality and experiences that can be shared by family and friends. Like many forms of media, video games have been the subject of continual controversy and censorship, due to the use of graphic violence, sexual themes, substance abuse, gambling, propaganda, profanity or any other sensitive subject matter in various games. The video game industry has dealt with several issues concerning their rating system in the past and people have wondered whether they need external help to address this problem. The video game industry is doing a sufficient job of regulating itself when involving mature content in violent games and the government should not interfere in this industry's ratings system. The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom.
(2002) Reload: Rethinking Women + Cyberculture. Cambridge: MIT Press 4. Genz, S. and Brabon, B. (2009) Postfeminism cultural texts and theories. Edinburgh: Edinburgh University Press.
Playing video games has become an increasingly common activity for the youth world-wide; in contrast, this also results in a rise of concerns by the media and researchers about youth-engagement with video-games. This critical essay discusses some of the primary concerns of video-gaming, focusing primarily on youth engagement, from the age-group of 13-18, in relevance to the stereotypical gender-bias that exists within video-games. Many video games promote the passive role of women in our society relative to the dominant sex - men, thus, casting unjust roles and gendered societal expectations of women in our society. This is done by casting female characters in video games in subordinate roles, sexualizing the female body in the production and marketing of video-games in efforts to promote sales, and excessive brutality and violence directed towards females predominantly by males. Video games have both a positive and negative impact on youth attitudes, behaviours and perceptions, as with other forms of media, and thus, it is important to understand the complications that arise alongside the growing numbers of youth playing video-games.
""Killing Spree": Exploring the COnnection Between Competitive Game Play and Aggressive Cognition." Communication Research20.10 (2010): 1-19. Print. Schneider, Edward, Annie Lang, Mija Shin, and Samuel D. Bradley. "Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games."
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