The issue of sexism in video games have 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 representation of women.” This shows how women have been sexualized in media which represent women as self-objectified. Jess explain in his research that, “as a result of hypersexualization of women in videogames it would lead to increase in rape myth acceptance.” In one of jess experiment he focus on the effects of avatar features on women’s experience of self-objectification. He finds out that college women who are exposed to over sexualized avatar in videogames experienced higher level of self-objectification than those who are exposed to non-sexualized avatar. In addition, Jess explains how “self-objectification mediated the relationship between controlling a sexualizes avatar and subsequent level of RMA.” Video game industry have been representing female character as sexually objectified or shown as a victim who is in desperate need of help through male protagonist, this portrayal has negative effect on the mind of our generation and the gender roles they identify with.
Some of the serious effects include violent and degrading acts towards women, the difference between a real sex life and the ones on TV, and the sexual problems that pornography contributes to for many, many couples. “There are more adult bookstores than MacDonald’s in the U.S. Pornography is an 8 billion dollar-a year business and have annual box sales of $50 million” (Oprah, 2009). Lust aside, porn is dangerous and destructive for many reasons. First of all, it gives an unrealistic view of the female body. The women in these videos are stick thin, air-brushed from head to toe, make up covering any sort of blemish, and of course large fake breasts.
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. Women are looked down on in the video game industry, like many other ‘male dominated’ factions of society, mainly do to the poor numbers of women in high jobs of the gaming community.
The role of her character takes human to character interaction to a new level. Before Lara Croft, the common stereotype for females was ether the “Damsel in Distress” or the object of desire for the male hero. Females are constantly underrepresented and not much has been done to solve this problem. Feminist and Patriarchy theories will be bricolage to deconstruct videogames and to view apparent gender in and outside electronic entertainment. According to research, past finding find males more dominant than females in all aspects of gaming.
Movies are widely viewed medium around the globe and thus, have a huge effect on the way women perceive themselves and how others view them. Cinema has infinite numbers of movies which has represent men and women in various ways, it can be held accountable for some negative and harmful portrayal of women for the reason that, it is a hinge for many gender stereotypes. According to the researches, these stereotypes are detrimental for women as they confine women to numerous gender-specific characters in movies which may not be always true. “Regrettably, Wife Swap is simply another in the increasingly seen in movies, which include Raising Arizona (1987) in which the infertile policewoman fell in love while taking a mug shot, later they kidnapped one quintuplet of furniture tycoon Nathan Arizona for the baby; it is a comedy movie overlooking the swapping factor. Another example may be of The Ice Storm (1997) in which characters were dealing with chaotic revolutionary political and social modification of the early 70s, and their escapism through alcohol, adultery, and sexual experimentation.
Often times, women are portrayed as the men who are designing them envision them. While that’s not an excuse for blatantly sexualizing a female character, it does provide a reasoning behind some of the underdeveloped personalities that you find in female characters. It’s painfully obvious that the sexualization of women is a blow to the efforts of feminists seeking gender equality. Jenny Ruby stated that “The few female characters i... ... middle of paper ... ...tructed in interaction, and masculinity must be understood as aspect of large-scale social structures and processes”(CITATION). In short, how a man perceives and learns about masculinity is dictated through his interaction with social structures such as media and video games.
Equal Gender Representation in The Gaming Franchise This paper tries to express how sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming females have contributed to the video gaming franchise.
Women have to face problems because of their gender. In the article “Sexism a problem in Silicon Valley, critics says,” LA Times, October 24, 2013, Jessica Guynn mentions that discrimination against women exists in the technology companies because of their gender. Some women that work at tech companies have been sexually threatened and death threats. Some technology companies do not have any senior women because women are not as well promoted as men are. Many women decide not to study to become engineers as result women are not as prominent in the technology workplace.
Though, female gamers make-up over 45% of the gamer population, they are often underrepresented and sexually or stereotypically depicted as characters in games. (The Entertainment Software Association) These stereotypes create extremes for “what is feminine” and “what is masculine”, that as a result, present more rigid gender roles for players and their characters. (Behm-Morawitz & Mastro, 2009) Contemporary gender representations of men and women in video games have damaging effects on men’s treatment and opinion of women, women’s self-efficacy, and female gamers’ position in the gaming public. Video games, along with other forms of social media, have created a median for gender roles to visualize the social realities that people believe in (Dill & Thill 2007). In video games, female characters have traditionally been underrepresented and misrepresented as secondary non-playable characters that serve as a purpose to pleasure men.
The media uses visual-digital culture to provide society with social representations and constructions of women and gender differences. Video games provide a prime example of how women are portrayed in a negative view. This is seen in many video game cultures, and one might argue, how do video games provide individuals with a new facet where individuals may be able to explore new windows and aspects of one’s self? On March 7, 2012, Sony Corporation and Quantic Dream teamed to together to create a new trailer for a video game that shows the social representations and constructions of women in our society today. The video game, “Heavy Rain”, begins to show the viewer the making of an android.