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Sexism in the gaming industry
Essay on sexism in game industry
Essay on sexism in game industry
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Through its enthralling investigation of misogyny in the video game industry powered by male dominated culture, the documentary GTFO: Get the F&#% Out directed by Shannon Sun-Higginson calls attention to the harsh reality women face when gaming. It was particularly interesting to see how if we look at all the factors that have evoked this awful image regarding women we could have a better understanding as to why misogyny exists and what we can do to change it. I’ll specifically explore Sun-Higginson’s examination of the representation of women in video games in order to consider how their sexist portrayal elicits objectification, discrimination and aggression from men. First, I’ll discuss stereotyping in video games as well as examine how male …show more content…
Since games are mostly played and designed by men, female characters are extremely sexualized in hopes of fulfilling male fantasies. These women have big breasts and are shown in skin tight, revealing clothing. The characters are created based on how men envision the ideal woman to look like and what they would enjoy looking at while playing the heroic, dangerous, masculine game. In many popular games, women are portrayed as sex symbols as opposed to important characters, sending the message that women are inferior to men (GTFO). According to Xeniya Kondrat, author of Gender and video games: How is female gender generally represented in various genres of video games, “Women are dressed in provocative clothing and are created to serve males as an aid or even as a sexual object. As an example, Grand Theft Auto III Vice City allows the player’s character to have sex with a prostitute, afterwards kill her, and from this act get a health bonus” (172). This quote presents the idea that these female characters are created for men to assert their dominance over, and for GTA in particular, the act of having sex then killing the woman gets rewarded. This suggests that aggressive behavior and dominance towards women is
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...
A finding in the study conducted was that women who were placed in suppressed situations provided increased stress and aggression for men. In a different study, it was discovered that along the six facets that were constructed “feminine avoidance, status and achievement, toughness and aggression, restricted emotionality, nonrelational sexuality, and dominance,” all of these were associated with carnal aggression committed against women (Zubriggen, 2010 as cited in Smith et al., 2015). It was then envisioned that each of these dimensions, or paths of sexual aggression and gender role stress could be followed in compound, numerous ways. However, there is an evident relationship between subordinate women and sexual aggression committed by men. Males who tend to encounter frequent masculine gender role stress are likely to have increased vocal aggression, negative responses, and rage when their masculinity is seen as threatened by a woman. As a reaction to this threat, men feel the need to make up for their lack in masculinity by participating in attitudes (like aggression) that oppress females and make them feel inferior (Moore et al, 2008 as cited in Smith et al.,
Sex Roles [serial on the Internet]. (2009, Mar), [cited March 16, 2014]; 60(5/6): 410-421. Available from: SocINDEX with Full Text. Sommers, Tamler. " The Two Faces Of Revenge: Moral Responsibility And The Culture Of Honor."
Throughout the years, women have been mistreated brutally by gangs in their neighborhood. In a memoir by Luis Rodriguez, Always Running, the main character experiences many random acts such as shootings, rape, and many arrests. Even though, Luis may seem like a very tough young man, he gives the women the respect and love they wish to receive from a gang member. In today’s society, many young girls are attracted to what society calls a “bad boy” because their lifestyle seems exciting. When one decides to join a gang, one must prove their loyalty to their new family by getting “jumped” by the whole gang or committing a serious crime. When a young girl begins to date a gang member, she begins to see how quickly a situation can escalate to a violent scene and abuse. As soon as a young girl is expose to that lifestyle, they tend to get mistreated mentally and physically by other gang
The prevalence of rape can be attributed to the pursuit of hegemonic masculinity insofar as a means of attaining and maintaining power over females and other males. Given cultural values that are conducive to male sexual violence, men enact violence in order to ensure gender dominance within their specific society (Connell, Pg. 840). A cultural value that...
Women have fought for equality with men in the United States since the mid 1800s with the initiation of the woman’s rights movement. Not for special treatment, not for better opportunities, or even affirmative action, just equality. When it comes to killing, they are simply not viewed as aggressive creatures by the public. They were forced to do it, they are the victims, they must have been mentally or physically abused (Gurian 2011). There is very limited research on female serial killers, and even less so for women in partnerships with men, since they are rare cases. However, according to a study produced by Hickey (2006), 31% of the 64 female serial killers between 1826 and 2004 were in a partnership. Women who enter these partnerships with men either want to be taken seriously as an offender (Thompson 2009), or want to “please their murdering mates” (Fox and Levin 2012). De Beauvoir (1970) claims that a woman in love ‘‘tries to model herself on her lover’s desire… giving herself blindly’.’ Women will try to preserve a relationship by carrying out whatever action they can to satisfy their partner, which means that, in some extreme cases, women will go as far as killing along with them. Couples who kill together generally have a distinct set of techniques for target selection, way of killing, and means of disposing the body when compared to lone serial killers.
This essay will explore reasons why females such as Vanessa George turn to the crime of sex offending. Demonstrating my knowledge and understanding of classical criminological theory, exploring biological theories such as penis envy and more contemporary views such as liberation theory within feminism. The essay will then go on to look at the inequalities female sex offenders face within the criminal justice system in comparison with males, using chivalry theory and evil woman theory to explain this.
One of the reasons for this state of affairs is the efforts of game studios to ensure that the culture of game production remains male (Nakamura 83). Another reason includes the fact that gamers tend to view abusive discourse as an intrinsic quality of gaming culture. For example, gamers differentiate between profanity, or “trash talk”, and “discourse that crosses the line” (Nakamura 85). While some people think that “trash talk” is an inevitable part of gaming competitions, others believe that racism should be ignored, making a receiver personally responsible for discarding it. Thereby, the main paradox of game, race, and gender studies reaches its climax in revealing that abuse acts as discursive waste and an intrinsic aspect of gaming culture at the same time (Nakamura 86).
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...
The most prominent on these subject is the ever prominent “Grand Theft Auto V.”(infobase.com) I believe the gaming community has proven itself to not be sexist, or misogynistic, over the last 10 years the average female player base in gaming community has increased drastically, women are taking their own larger role in the gaming industry. As well as from my point of view at least, let alone many friends and fellow gamers, we widely accept female players. If not known to the public, it is well known to gamers, that we tend to be more solitary than others, this leads us to be highly acceptable to new players, including the ever growing female player
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.
The debate about media violence has been going on for hundreds of years. The newest form of media being scrutinized is videogames. I will be taking you through this debate and sharing with you some things that you may find surprising. This is not a new topic and has ...
The issue of sexism in video games has been going on for a long time. Similarly, Fox talks about how “Research has indicated that many video games and virtual worlds are populated by hypersexualized and unrealistic representations of women.” This shows how women have been sexualized in media which represent women as self-objective. Jess explained in his research that, “as a result of hypersexualization of women in videogames, it would lead to an increase in rape myth acceptance.” In one of Jess’ experiments, he focused on the effects of avatar features on women’s experience of self-objectification.
The twenty-first century has opened the doors to many innovative and popular media advancements, including video games. Ever since their birth, video games have received unjust blame for many of the problems that corrupt our youth. In Karen Sternheimer’s “Do Video Games Kill?,” she presents many common misconceptions that video games receive claiming that they create violent behavior, and provides counter arguments to these accusations. Given the inaccurate depiction of violence related to videogames, Sternheimer effectively exposes the media for their faulty reports on this topic, and offers other factors as to why video games should not be perceived as “folk devils” (214). In response to the inaccurate depiction of violence related to videogames,
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