Some people think that video games are harmless, but some researchers would disagree. Melinda Burgess et al. writes in “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games,” that women are gender stereotyped and treated as sexual objects in video games today, which affects how male video gamers and society treat women. There are many ways video games use women to attract video gamers, sexuality being a big one. I will argue that Burgess’ claim is true because
Although a more modern and blossoming industry the video game industry is another multi-billion dollar industry that still portrays women in a poor light. Video games have the
com/wiki/List_of_Women_Characters_in_Video_Games are 176. Now before you come after me saying "see that's proof of sexism" lets just realize that ALOT of the male characters in these games have little to no personality. Or they are simply huge bulky guys made to simply kill things that are it. Example, Doom guy from the games first introduced December 10, 1993 introduced doom guy. A mostly emotionless space marine fighting demons, never speaks except to a grunt now and then. Male characters are most
Gender disparity in video games is a topic that both scholars and major gaming icons have discussed before. However, the topic recently resurfaced with the upsurging population of female gamers. The integration of females was a spectacle that caused a massive culture shock. Many members of the gaming community were unsure how to handle the change and took to discriminating females. While discrimination may seem unimportant, many scholars and icons believe it is a prominent factor of gender disparity:
In the article, Liliana Escobar-Chaves and Craig Anderson focus on how youth are spending more time on social media and how that time spent of social media is causing them to bring negative effects to society. The authors go on to explain how the trends in increased social media use is increasing the health risks of obesity, smoking, drinking, unsafe sex and violence. The authors provide an in-depth look into each health risk and provide multiple facts and research studies to help support their claims
misgender women? Video games have been used as a platform for entertainment between the ages of 18 and 49. The entertainment factor of video games comes from the various forms of art, cultures, worlds, languages, and stories that come from each individual game. The male players of video games lead the market, causing the industry of video games to create games that would appeal to males, such as creating female characters that would attract them. Because of this, female video game players have become
In today's advanced society where technology rules the world, video games are just another type that people use as a form of entertainment or hobby. Unfortunately, there are violent video games that actually affect people's behavior considerably without most of them realizing. With all the violent act people commit and all of the evidence people have been arguing in favor of video games. Deciding to regulate or change these games will affect the future generations and is a very important and controversial
Children, 18(1), 147-180. Retrieved from http://www.jstor.org/stable/20053123 In the article, Liliana Escobar-Chaves and Craig Anderson focus on how youth are spending more time on social media and how that time spent of social media is causing them to bring negative effects to society. The authors go on to explain how the trends in increased social media use is increasing the health risks of obesity, smoking, drinking, unsafe sex and violence. The authors provide an in-depth look into each health
Women in Video Games The video game industry thrives on its consumers, and creators are always trying to please their targeted audience. Because of this, audiences for many games are established and categorized by gender. Game creators then do whatever it takes to please their intended audience. This can lead to gender stereotyping, and often results in the sexual objectification of women. Many games portray female characters as highly sexualized objects, most likely to attract the attention of their
fortress while gathering resources to survive a zombie apocalypse. Gamers can experience all of this and more through the world of video games, but many people have developed false perceptions of who the gamer community consists of. These false perceptions have only formed negative stereotypes for the gaming community, but the truth is gamers can be anyone. Stereotype, as defined by the Oxford English Dictionary, is "A preconceived and oversimplified idea of the characteristics which typify a person