With in the early ages of video gaming; males were predominantly targeted by game companies, which resulted in games that were designed specifically for heterosexual males. Games were intended for male audiences such as involving overly sexualized images of women, that delivered males a sense of ‘masculinity’; such as in the popular video game Grand Theft Auto, “GTA [Grand Theft Auto] main male characters are always depicted as hyper- masculine, dominant, and aggressive men. In contrast, the female characters are portrayed as sexual objects—usually prostitutes or pole-dancers—who are peripheral to the game narrative and whose sole purpose is to entertain the main male characters [and male gamer, playing the game]” (Gabbiadini, Riva, Andrighetto, …show more content…
Sarkeesian started a video campaign in 2009, which delineates female representation in video games and the ‘sexism’ that has been redundantly repeated throughout history to today. Her famously known videos, are focusing on the concept of a ‘damsel in distress’ which refers to a person, predominantly female, to be in a situation of distress and must rely on a hero (a male) to save her from her troubles. A ‘damsel in distress’ is a plot motivator in a story, essentially the whole motive for the story’s existence. The on-going story motivator is not as innocent as game developers may want you to think, they simply portray these women as dainty, and dependent on male assistance. Simply, of course storylines and stories in general are a figment of imagination and pure fantasy, but history has shown that the repetitive portrayal of a specific idea, or a situation (that is exaggerated to enough extent), will soon appear ‘reenacted’ in societal terms. Sarkeesian fears of the amount of sexual violence and abuse that occurs to women each year and seems suspicious of the games that consist of violent actions towards women. Aside from Sarkeesian’s main points, she represents a number of other issues that correlate to female violence and abuse that is depicted in video games such as the objectification of
A more in-depth study may look at video games from a Marxist point of view, characterizing the games as a modern day “opiate of the masses” with multi-billion dollar corporations publishing the games to keep the proletariat occupied and oblivious to their plights. A feminist may cite the standard role of female video game characters as being the “damsel in distress” and even strong female characters usually being relegated to sex symbol status.
Kimmel looks at both sides of the argument that video games and other media influence violence in young men in real life, but focuses on the perception that violent video games influence violent young men. In my third informal writing assignment reflecting on that chapter, I stated “I can see the side where it does have an impact of young kids, and I see it in my younger cousins when they can recite the cutscenes in the games they play, and see it when they play fight and pretend they are their favorite game heroes”, concluding with “Today’s violent games weren’t made to teach children how to kill, they’re only made for entertainment” (Brinkman-Sull). Before I took this class, and even at the beginning of the semester, I was extremely defensive of the criticism on violence in gaming, but after reading more into it, I realized just how deep in the industry the problem is– highly sexist notions in a lot of popular games. Many of them portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. The male characters are also idealised in a similar way– typically portrayed as muscular, brawny men, with basic levels of thinking and reasoning. These brawny men are typically focused on one thing– complete the mission in whatever means possible. This kind of violent thinking is widely reflected throughout many other typically male-dominated organizations, including the
Given that association, this new study took a gander at whether exemplifying sexualized female symbols online changed ladies ' conduct. The Stanford scientists asked 86 ladies matured 18-40 to play utilizing either a sexualized symbol or a non-sexualized symbol (dressed provocatively or conservatively). At that point, specialists outlined some of those symbols to resemble the player encapsulating them. Those ladies who played utilizing sexualized symbols who seemed as though them were all the more tolerating of the assault myth, as indicated by the study. Subsequent to playing the diversion, ladies reacted to numerous inquiries with answers along a five-point scale (emphatically differ to firmly concur), including, "In the lion 's share or assaults, the casualty is indiscriminate or has a terrible notoriety." Those who played attractive symbols who looked like themselves will probably reply "concur" or "unequivocally concur" than those ladies who had non-hot symbols who did not seem as though them. Members were likewise requested that free compose their musings after the study. Those with sexualized symbols will probably self-generalize in their expositions after play. In spite of the fact that this is a little study and unquestionably not a conclusive response to the subject of how computer games influence female players, the outcomes do raise concerns. Upwards of 46% of gamers are ladies, and, as indicated by this examination, in a large portion of the most mainstream
According to several sources around 42% of the American population plays video games, and around 1.2 billion people worldwide play video games today. Gaming has become an increasingly more popular hobby since its creation. As such the medium has obviously attracted a multitude of different people and groups, all consisting of diverse backgrounds, body types, sexes, races, nationalities and the like. However, contrary to the numerous demographics video games have come to attract, it is very evident the vast majority of them do not seem to be marketed toward many of them via game characters, and their importance, if any, in a game. Video games show an overwhelming amount of white male characters, despite the many demographics they reach. Of the characters that are not white, or male, that are represented, are often represented poorly. For example, many black characters represented in video games are often characterized as vulgar, and violent. Women represented in games are often characterized as support characters, or objects of sexual desire. Considering forms of sexism, racism, and other such types of prejudices are still prominent in modern society, and these representations obviously do not help how people see these marginalized groups. Ultimately, these representations, or lack thereof, affect people in society in a number of ways, by perpetuating prejudice and harmful stereotypes.
One of the most widely used clichés in video games is Damsel in distress. The word comes from French demoiselle, which means ‘’young lady’’. Demoiselle en detresse translates into “damsel in distress”. “As a trope the damsel in distress is a plot device in which a female character is placed in a perilous situation from which she cannot escape on her own and must be rescued by a male character, usually providing a core incentive or motivation for the protagonist’s quest.”
The findings concluded that female representation in popular games of the time were strongly based on stereotype. Of the few games that contained women, a small fraction were leads while others were found to be standing behind males, as well as being depicted wearing stereotypically feminine colours, princess dresses, or very revealing clothing. Women were commonly portrayed as victims, “Damsels in distress” (Dietz 1998), or evil obstacles to protagonists. Violence and aggression in general and towards others were also noted in the research. A significant portion of this were classified as violence towards female characters. The research suggests that these implications of gender roles and violence could be detrimental towards girls and boys, as they may accept what they see
On her YouTube channel, Anita Sarkeesian criticizes popular culture over how they choose to represent women and women’s issues in their content. Unexcused from this list is the massive amount of video games that have been coming out since the 1980’s. Specifically in a series of videos entitled “Tropes vs. Women in Video Games,” Sarkeesian identifies how different commonly used tropes, like the damsel in distress and the woman in the refrigerator negatively affect women in our society today. She argues these tropes objectify women and lead to problems in our perception of women in society. The tropes Sarkeesian identifies in her videos, specifically the damsel in distress and the women in the refrigerator, objectify women by reducing
My family would be considered a middle class family. We are mainly a small farm based family. At this point in time, the farming economy is relatively low compared to the nation’s higher stander of living. As I’ve grown up, I’ve realized that big farmers do very well and it is very hard for small farmers to rise any higher on the totem pole. For the most part, my family is doing well. We are able to receive the health and benefits that we need and my parents have been able to get my siblings and I the items we’ve needed for school, sports, and other things without any trouble. However, we still have to work hard for everything that we do. My parents both have jobs of their own, but have never forced us to get jobs in high school. The income that my parents were making was enough that we weren’t in desperate need of money. My parents believe we will be able to work the rest of our lives. My family’s social class has influenced my future career choice drastically. I’ve decided to pursue a career in the dental field, because I would like to access an upward movement in social mobility as the standard of living rises in the nation.
Imagine this. You 're in the middle of a really intense, stressful, and energetic game where it 's you against four other people. You are all alone and struggling to survive and as you 're getting shot at all you hear is some ignorant teenage boy from the other team say “you won 't win... get back into the kitchen and make me a sandwich.” Now I know you might be wondering where this is heading, but this is one of the few examples that women, when playing video games, have to deal with. What many do not realize, is how sexist many can be and how rude or hurtful the things they say can be. They also do not realize that many of these problems come from teenage boys who are not allowing any female to have a chance to show how good they could potentially be or how beneficial they could be to the team or game. Sexism is a big problem in the gaming community that needs to be changed. There have been many problems involving both men and women and it 's all because of how sexist games can be or just based on how sexist people are behind their anonymous alias. On one side of the debate, many, including those who cause the sexism, say these things are said and done because they believe it will increase sales and it will get more attention to their company or game, they believe that these type of games are what gamers want or what they believe is best for their fans, and they believe that these sexist comments are just jokes and messing around. Although some could believe these things
Throughout the world women are depicted to be oversexualized among forms of media such as video games and comic books. The idea of oversexualization towards female characters is that they have been often drawn and animated in hypersexual ways. Even going as far as viewing them as a sex object, their revealing body images are eye candy through the eyes of men. Hence women found in comic books and video games are frequently emphasized by their excessive physical appearances, objectification, portrayal, and character role.
The way Grand Theft Auto and other games as that portrays women versus men is degrading. Women are portrayed as sexual objects and are very much sexualized. They are usually pictured as having big breast, little clothing on, and I am pretty sure they are prostitutes. On most of these games, girls are usually the sexual objects. They aren’t normally viewed as “superheroes” and if they are anything in the games, they still normally have little clothing on and they’re breast are normally almost out. This is good for society and especially not good for our children to be playing and seeing. Our younger generations need to understand women are their equal and that they aren’t superior. Most of the media now such as music videos and tv are portraying
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: an environment which typically favors males, a hostile or “toxic” atmosphere, and repeated stereotypes all manifest certain behaviors of both genders that can cause a disparity to grow. Although some sources claim gender disparity is evident in gaming as a whole, others insist the novelty of female discrimination in video games is less prominent due to a more leveled percentage of male-to-females in gaming. However, both agreed that the competitive gaming community is a different story. Time and time again the competitive gaming community was mentioned for its exclusion of women due to biased and misogynistic members who sexualize and degrade females. These members believe women are inferiors that encroach on their territory with unskilled and seductive natures. Therefore, for the females in the gaming community, their actions will shape the future of women in the competitive gaming community. The change in female treatment is detrimental to gender disparity. Not only because
Some video games teach children wrong values such as robbing, violence, adultery and vandalism to list a view that reward gamers for acting in these ways. Many video games are sexist there is usually no main female protagonist and woman are usually submissive and mistreated or are sexually
Video games, like television, play a role in the socialization of children in today’s society as well. In March of 1988, a study was done on children playing video games. This study showed that video games impacted the identity of children. Video games that are being created are violent towards women “This analysis reveals that traditional gender roles and violence are central to many games in the sample” (Dietz 425). This study showed that women were depicted in negative ways in the video games, such as sex objects. Studies showed that in 41% of the games there were no female characters at all (Dhiaa and Tawfeeq). When there was a female character, the study showed there was aggression and violence towards them. Another study conducted a survey in which they gathered information from 1000 students in 55 different
The portrayal of men and women in video games, as in other media, is a subject of research in gender studies. This topics is discuss in terms of sexism in video gaming. Especially, women are underrepresented or use as objectification in mainstream games. Women in video games are generally, as a rule of thumb, killed, raped, abused or rescued by the male heroes. This is extremely sad to see because the role of women in society is changing compare to ten years ago. Women has been proven themselves to be stronger and tough in different fields such as sports, politics, education but the representation hasn’t change.