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Cultural norms of gender roles
Cultural norms of gender roles
Cultural norms of gender roles
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Although teenage girls can be impacted nagatively, it also makes them aware of the issues that face women in our world today and empowers them to make a change.
Askar, Jamshid G. "Social Media's Impact on Teen Romance, Sexism Generates Controversy." DeseretNews.com. Desert News, 1 Oct. 2013. Web. 24 Nov. 2013.
This site is very credible as it is a news organization and written by someone with a lengthy resume, but there are more well-known sources that could be used. This article discusses how the claims that the internet is ruining teen relationship’s are greatly exaggerated. These claims are based on “anecdotal evidence”, meaning just circumstantial stories, and not actual data. In fact, real data shows the trend to be contrary; teens are having sex later and teen pregnancy rates are dropping. This is due to an influx of information and social media’s focus on women empowerment and sticking to one’s morals. This information would be used to provide a counterpoint to the negative light shed on social media’s effect on feminism in other articles.
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
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...
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...Oct. 2013. Web. 24 Nov. 2013.
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
Goodman, Mark. "Chapter 8: The Media Contribution to Racism and Sexism." Mass Media and Society. Mississippi State University, n.d. Web. 24 Nov. 2013.
Kline, Marney. "Opinion: When It Comes to Sexism, Girls May Be More than Half of the Problem." The Urban Legend :. The Urban School of San Francisco, 27 Mar. 2013. Web. 24 Nov. 2013.
Leaper, Campbell, and Christia Spears Brown. "Perceived Experiences With Sexism Among Adolescent Girls." Child Development 79.3 (2008): 685-704. Print.
Penny, Laurie. "Can Watching Rihanna Videos Turn a Girl into a Knicker-dropping Strumpet?" NewStatesman.com. New Statesman, 5 Feb. 2013. Web. 24 Nov. 2013.
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
Sexism is a highly talked about issue read about online, seen in the news, and experienced in the day to day lives of many. The importance of this issue can be found in many writings. Authors such as Sandra Cisneros, Linda Hasselstrom, and Judy Brady have all discussed the topic of sexism in writings and how they affected their lives. Although each writer addresses the issue of sexism, each author confronts a different type of sexism; the kind we are born into, the kind we learn growing up, and the kind that is accepted by society at the end of the day.
The sun, that shines ever so brightly, wakes you from your deep slumber. It is noon. Exhilarating dreams of being a secret agent illuminates your mind, but cannot be expressed in the real world, so you close your window blinds. As you walk away from reality, a light bulb then appears above your head. You have an epiphany. You realize you can be the crime fighting, devious, secret agent you always wanted to be, but you must do one thing first—turn on the game console. You are now channeling yourself into a different world, where every fantasy you have ever had is considered normal. As you continue to dwell in your fantasy, you encounter a very submissive woman with enormous sized breasts, and other curvy features to match—features that then become expected in the real world. Although, there are others that disagree, this hypersexualization of female characters in video games is taking a toll on gamers, by portraying fantasy to be something real. Gamers are becoming more prone to objectifying, and expecting women in the real world to have unrealistic bodily features. Also, based on the negative connotation that these video games entail, females are discouraged to play such video games, because it leads to negative self-perceptions. Consequently, hypersexualizing female characters in video games should be discouraged because it teaches gamers to accept stereotypical views of women, desensitize them to interpersonal violence, and, worst of all, it causes female gamers to have negative self-perceptions.
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.
Within the gaming industry, whether it is within the PC gaming industry network or the general gaming industry network, sexism exists. This is supported by the findings discussed within this case study. One such example is: “60% of women in the game industry have experienced sexism... Almost 77% of women and about 55% of men have female friends in the game industry that have experienced sexism.” (Allaway, 2014)
(2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication & Society, 279-293
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.
Women in video games are often represented very negatively. Female characters within games are either represented as a sexual object or as a typical damsel in distress. This is demonstrated according to what game you play. Female characters who are represented as damsels in distress often have unimportant roles and are reflected as a secondary character, they do not participate in the game itself besides being locked or lulled. On top of that they are presented in a sexually objectified manner by being dressed in tight provocative attire, which shows their long legs and large breasts. Dietz states that “this representation is harmful to children of both sexes since they will internalize these expectations and accept the idea that women are
...ow when gender stereotypes of masculine and feminine ideals will change, but the growing trend of negative elements towards females is fading. A more positive view of woman is growing with the current generation of consoles. More advertisement has been focusing on woman gaining control of the couch. Video games are presenting a new “gender arena” of gender representation, where gamers may both consciously and unconsciously represent a particular or a mixing of genders (Connell 74). Gender is not the only theory to be witness in games, as other theories of race and class can be viewed. Games come in different genres to choose from, and the highly interactive nature of video games presents a challenge towards all forms of entertainment. The embodying idea of gender towards femininity should be practiced, while the attitudes and actions of masculinity should be played.
Traditional female portrayed in video games tend to follow gender stereotypes (Dietz, 1998). Roughly 48% of video gamers are female and 36% of video gamers are women over 18 (Roppolo, 2014). These females are watching and playing female characters who are sexualized and/or follow gender stereotypes. Girls look towards media for information about their identity, which is primarily tied into their appearance (Brumberg, 1997). Today, young women feel the need to be sexy and hot,
With the rise of technology, online video-gaming has become a large source of mainstream entertainment, for adults and children alike, along with television and also social media. While the overall usage of gaming has been viewed as a positive activity, as it helps boost the economy; exercise the brain of its players; and connect people from all over the world, unfortunately, it has some negative aspects as well. It has been proclaimed that a vast majority of videogames are misogynistic and display sexism towards women. This claim has evidence to support it too, that dates back to the 1980s. The forms of sexism in these games can come in many different ways. Some examples of sexism in this regard include the following: Having a lack of playable
Olsen, Ginny. Teenage Girls and Exploring Issues Adolescent Girls Face and Strategies to Help Them. Zondevan. 2006. Print.
Media bias is any stereotype set forth by the media that portrays individuals to society in a certain way. Media bias doesn?t even have to be a negative portrayal, but more of an inaccurate portrayal of people that helps aid to the ignorance of individuals in society. In the following paper, I will give specific instances where media biases have occurred as well as show that it is a common occurrence that we may not realize. I will also show you why individuals believe that media bias is not a problem because if you can?t blatantly recognize it, how can it be there. I will also show how stereotypes set forth by the media sometimes mirror stereotypes that are set forth by society, and they only exist to help form the belief and value system of society. I will also offer possible solutions to such problems. Media bias is a large problem, in that its? existence is not blatant nor is it one that many people feel threatened by.
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.
There is no secret that a modern day teenager’s life is built around the usage of technology. As a result of society’s heavy reliance on technology, social media has become popular amongst people who are “technologically advanced.” Though there is a wide variety of social sites that can be accessed through modern day technology, a few have become very popular. Social sites which have become widely popular among teens include Instagram, Tumblr, and Snapchat. These social networking sites provide instant social connection and emotional support while letting teens post and send pictures of their everyday life. Many teens look towards social media for emotional support and social acceptance. The continual usage of these sites are negatively impacting the self- esteem of teenagers worldwide since they heavily rely on social medias to portray images of what they believe is acceptable for the society we live in.