Preview

Gender Disparity In Video Games

Good Essays
Open Document
Open Document
1292 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Gender Disparity In Video Games
Video games have been rising in popularity and today has become a very profitable industry, beginning with the 1980s, from arcade classics like Asteroids, pinball, and Pac-Man to the postmodern console and computer gaming. (Sherman 243) With the rise of video games came the perpetuation of a gender disparity as a result of the emerged gaming culture and from the video games themselves. (Sherman 245) This gender disparity is evident from looking at the female gamers, who often experience sexism from male gamers and apparent in the production of video game characters and how female characters can be subjected to over-sexualization and objectification by the developers. Video games have often been considered something “men/boys do” and it is …show more content…
Sexism is the stereotyping and prejudice based on an individual’s gender; primarily sexism is directed towards women. () The idea of women not being allowed to play or getting harassed if they do involve themselves is especially an issue, because then it genders one’s ability to have a hobby or occupation in this industry. Over-sexualization is to make a person, object, or idea excessively sexual. () The attribution of female characters in video games as “being sexual” is not an issue until it becomes their only purpose in the game itself. Objectification is reducing a person to an object. () This commonly goes hand-and-hand with over-sexualization in the context of video games, because women are often over-sexualized and then used as plot devices by being killed or not characterized outside the idea of being a sexual object. The “male gaze,” refers to how the majority of visual art and media are constructed around the male viewer and how women are often structured through the eyes of men. () This applies heavily to the video game industry, because the video game industry is male dominated (Prescott 123). Although the issues I have defined are not new issues (Prescott 123-130), the rationale of Marxist and Freudian principles all while projecting them through a new medium and displays how the …show more content…
It lies behind who the developers are, the male audience, and the pervasiveness of over-sexualization and objectification towards female characters. (Henning) The majority of those involved in the developing process, from the producers and artists to the marketers, are male. () As a result, their collective interpretation of women in particular are not always representative. () This means their decisions for characters are geared towards their own understandings of society, leaving out representation or proper representation minorities. Yet, this is not solely the fault of the developers, but also the male audience. () The audiences is the reason video games are as popular as they are, ultimately if the male audience is fine with how female characters or minorities are represented, then the developers will continue with the stereotyping. This creates an endless gender paradox (), if the male audience is complacent with female characters becoming objects to progress the plot of a game (e.g. killing them to empower a male character), having underdeveloped or tropic characteristics, or being sexually exploited, then the developers will be complacent as

You May Also Find These Documents Helpful

  • Good Essays

    Alex Pham addresses the deception of online gamers in gender-switching and the effects it has on the online community in the article “Boy, you fight like a girl”. Both men and women are a part of this online community consisting of thousands of gamers that face several challenges. Among them are men who play as women not being taken seriously while women who play as men might lose respect by fellow gamers if their identity is revealed. The online gaming community is increasing, therefore resulting in more gender switching. Such trends have strong impacts on the gaming community because of real-life like graphic representations of near perfect men and women. Despite being fictional, these virtual models result in real emotions being brought…

    • 262 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Take Home Test

    • 995 Words
    • 4 Pages

    Doctor Karen Dill says, “When women are consistently shown as sex objects rather than agents, consistently depicted in demeaning and degrading ways, and consistently shown as submissive, the result is to condone and support violence against women, coercion of women, and anti woman attitudes.” Do you agree or disagree with Doctor Dill's assessment. In one paragraph reflect about violence and the portrayal of women in video games. Are these stereotypes and depictions harmful or harmless entertainment? How might males perceive females playing these video games?…

    • 995 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Boy You Fight Like a Girl

    • 579 Words
    • 3 Pages

    Alex Pham author of "Boy, You Fight Like a Girl" investigates the ever growing world of online gaming and how gender affects both worlds. The "fastest-growing segment of the computer game market"(185), adventure gaming, has hundreds of thousands of players that average twenty hours of play a week and thousands of them are playing as characters of the opposite sex. This gender switching is making games not only challenging, but also confusing, and possibly embarrassing.…

    • 579 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video games can vary in type and objective, from first-person shooters, to sports games or fantasy games. There are games with deep background stories and there are games that have no true plot such as Madden football games. However, one thing that isn't a big theme but can be included in video games is sexuality and relationships. Sexuality has only recently been included in games for various reasons. The first being that dealing with more deep emotional subjects and romantic situations wouldn't really appeal to the video game market, which was mostly male dominated at the time. However, sexuality was introduced to appeal to the male dominated market in story games, not in a sensitive manner but sexuality was present in combat games, such…

    • 355 Words
    • 2 Pages
    Good Essays
  • Best Essays

    Dill, Karen, and Kathryn Thill. "Video Game Characters and the Socialization of Gender Roles: Young People 's Perceptions Mirror Sexist Media Depictions." Sex Roles (2007): 851-64. Print.…

    • 258 Words
    • 1 Page
    Best Essays
  • Good Essays

    The most sensitive and controversial topics from time to time is gender representation. Gender representations in media often portray male and female stereotypically, in which they are depicted differently (Doring 2006, p. 173). Even though the representation of gender in media has already been developed lately, but women’s representation in media are still portrayed stereotypically in various ways. According to Amancio (1993), he stated that gender stereotypes are seen as social representations or collective ideologies defining model of behavior. Media do not simply reflect the reality in society about the gender stereotypes; it supports the ruling class’ ideology of patriarchy which controls the issue of gender all over the world by producing…

    • 189 Words
    • 1 Page
    Good Essays
  • Good Essays

    Video gaming is the largest entertainment industry, with an estimated 1.2 billion people engaged worldwide. Whilst women represent 46% of gamers and female game creators are increasing, games are still predominately made by and for men. As a result, misogynistic and sexist representations of women are created in the interest of male fantasy that is reflected in both game context and game play. Throughout many video games a patriarchal culture of sexism is maintained, reinforced and normalised through the context, stereotypical character representations, online bullying and harassment. This culture of sexism is, however being challenged by gamers and game developers in a way that is liberating and empowering to women in the gaming sphere.…

    • 689 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video game consoles have made their way into the households and hearts of millions of people all around the world. New games of all different genres are continually being produced and bought by consumers from every inch of the globe, only becoming more popular as time goes on. Throughout the past couple of years technology as a whole has been on a drastic up rise. With continuous breakthroughs in the technological field the video game industry has been able to flourish into its current state. Companies now days are able to produce more and more realistic like gaming experiences. These life-like graphics and visual effects put the gamer right in the action, bringing joy to many while enraging numerous others. The way in which one views and understands the game’s contents is the way in which one perceives the video game. More often than not parents, who do not play video games, tend to focus on the negative aspects of the game, namely violence. The parents who are buying the video games for their children see only the cruelty and disgusting features making up only part of the whole. Most avid gamers would agree with the above statement, arguing the blood and gore is just a small part of the many aspects of some video games that complement the other components such as graphic quality and plot. The way in which one perceives an individual video game more often than not depends on whether or not the person is a gamer. The way in which some people perceive video games angers me because it seems as though they are over looking the big picture and viewing the game with a pessimistic point of view. By doing this, those people are doing themselves and the creators of games an injustice.…

    • 1476 Words
    • 6 Pages
    Good Essays
  • Satisfactory Essays

    In today’s society people seem to have mixed emotions about videogames. It would be hard for you not to have an opinion about videogames in today’s world because everywhere you go you will see people playing games on their computers, cellphones, or gaming devices. Now with all of the popularity of videogames there are people out there who are against teenagers, young children, or anyone in general playing them. Videogames being so popular among our youth has gained the attention of parents and other older peers. These people who are against videogames argue that videogames are having a negative impact on these gamer’s lives. But there are also people who argue that videogames are beneficial and can be a good.…

    • 834 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    Does playing a video game make you prone to commit real-life violence? This question has been an issue since the very early 90's when violent games like Doom and Wolfenstein were released, but only in the last half a decade or so (mainly since the incident at Columbine, Colorado, 1999 – when it was revealed that the teenage shooters were avid video game players) has it really come to the majority's attention. The key issue that both sides can't agree on is whether people should be allowed to play violent games or not. I think both sides agree that extremely violent video games should not be played by young children, who have a harder time separating reality from fiction; also, the media does indeed only report one side of the argument. There have been numerous studies claiming both that violent games correlate to real-life violence, and that there is little or no such correlation. The problem is that there is no concrete evidence of a causal conclusion between video game violence and real-life violence. If there was such a conclusion, both sides would likely be able to come to an understanding, but as it stands now, they are in a stalemate.…

    • 3576 Words
    • 15 Pages
    Powerful Essays
  • Good Essays

    A Critique of “Why Violent Video Games Are Good For Girls” Carmen Tieu, author of the article, “Why Violent Video Games Are Good for girls” gave a series of examples on why first-person-shooter (FPS) are beneficial for women. There may have been agreeable examples and stated reasons, but her article flawed in many aspects. Tieu lacked in the area of including two parts of ethos that would make an article succeed better. As well as excluding some parts of Toulmin Model.…

    • 844 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    One problem with this is that now with all these female gamers developers will have to add more female characters. If you didn’t know, putting female characters in video games is very expensive and time consuming. The hair and the body structures are very difficult to create and recreate over and over. This might cause a little turmoil between the genders in the future.…

    • 282 Words
    • 1 Page
    Satisfactory Essays
  • Satisfactory Essays

    Paradigm Shift

    • 438 Words
    • 2 Pages

    days spend more time playing video games than they do outside with friends like when I was…

    • 438 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    The research study done by Hussain and Griffiths (2008) was about why people engage in gender swapping. The authors point out the lack of research on the entire subject so the authors say that past research in this area had usually focused on demographics for online gamers. It was stated that more research on gender swapping would be enlightening. One statement was made to the fact that gender swapping seems to be a phenomenon of common practice. One hundred fifty seven participants were given an online questionnaire that asked questions of demographics, online playing behavior, and the reasons for playing with a small section on history of playing, including gender swapping. The questionnaire was then used on several online forums. The results showed that the majority of gamers (57%) had gender swapped. Hussain and Griffiths (2008) took a quote from an actual online gamer, “Because if you make your character a woman, men tend to treat you far better” (p. 50). The authors to explain the results used several extracts from the questionnaires. Hussain and Griffiths (2008)…

    • 1460 Words
    • 6 Pages
    Good Essays
  • Good Essays

    Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.…

    • 713 Words
    • 3 Pages
    Good Essays