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 intended male consumers. In order to decrease the ways women are objectified through such video games, the gaming industry needs to stop perpetuating gender stereotypes.
Women are sexually objectified through video games in several ways. Most of the time women are underrepresented in the gaming world, and when they are, they are represented in a very disrespectful manner. When female characters aren’t damsels in distress like Princess Peach from the Mario series, they’re battling for their
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It’s likely that most gamers know the intentions behind overly sexualized character design, but it isn’t very often that game developers speak up about the topic. In Layota Peterson’s article “The Tits Have It: Sexism, Character Design, and the Role of Women in Created Worlds,” she describes her experience at a comic convention in New York where she meets a panel of several art directors for various video games. Peterson reports that one of the panel members, Jonathan Jacques-Bellêtete, the Art Director of Final Fantasy XIII-2, made sexist comments regarding his inspiration for the appearance of female characters. “He went into a two-minute riff about ‘always trying to have very beautiful female characters,’ noting that these were characters he would want to sleep with” (Peterson). This goes to show that the female characters are created for the purpose of being sex
Katniss Everdeen of The Hunger Games may not be perfect, but one thing she succeeds in doing is breaking many gender stereotypes. Women in media, such as movies, are hyperseaxualized and are not a real representation of real women. Whether it be women still having traditional roles or them having unrealistic body types, women are not properly represented in the media. In four diverse studies on gender and children’s entertainment done by Dr. Stacy L. Smith and Crystal Allene Cook they prove the need for more males in movie and television entertainment aimed at children.
Through most avenues including music videos, movies, television programs, and advertisements it is normal for women to be portrayed in a manner that emphasizes their body parts, bodies, sexual readiness, and facial features. More precisely, they are exclusively portrayed as decorative objects that only pose and sexually dance without playing any instruments. Sexual objectification of women has been in this culture for centuries and it is generally accepted and condoned. The government can intervene by establishing and implementing programs to educate both women and men on sexuality and critically analyzing media. Further, women can be empowered and taught to become activists and resist sexual objectification in the
In the majority of video games where women are present, many of them tend to have the same complexion as a Hispanic/Latino woman and they are wearing a minimal amount of clothing. These video games are played mostly by young teenage boys. They are being exposed to this kind of depiction of a Hispanic/Latino woman and while banning videogames altogether is not the answer, depicting woman differently could be an answer. According to J.R. Macnamara in his book Media and Male Identity: The Making and Remaking of Men, he says that “from the beginning of the twentieth century, sex and sexuality have been identified as fundamental elements of identity (6),” and when Hispanic/Latino women are highly sexualized in media, some men view Hispanic/Latino women in their everyday lives as “easy” and “desiring sex.” Media's portrayal of sex is usually fun, without consequences, with any girl a man wishes to engage in the act with. Because women are usually portrayed as a sex object for men, some young men have developed the mindset that women are just that, a sexual object to give men pleasure. The less clothing and more promiscuous and flirtation a woman is on television, for example, is portrayed, the easier of a target they seem to the man watching and this can manifest into their real life thoughts and actions. Many of these racy roles are played by Hispanic/Latino women. Rachel Bell, author of “Sexualization of
The sexualization of women and girls surround Americans and is damaging to females as well as to American society. Females receive the sexualized messages regarding their appearance and how they should act via the media, retailers, and American society’s acceptance of these behaviors. As a mother, Girl Scout Leader, and school paraprofessional I cannot help but to question are these messages inflicting psychological damage on girls? Whom can I hold accountable for sexualizing female youth? What can I do to prevent sexualization from affecting all of the young girls in my life? The sexualization of girls is unacceptable because it is degrading to females, can cause serious life-long psychological damage and sexist attitudes, and may lead to violence against women and girls.
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
What I mean is in popular games women are portrayed a certain way, just like media, and after it being in your face awhile, it can have detrimental effects. That’s where the ‘options’ part plays a huge roles, having options to be a main character, can make you feel just as important, or having options in the type of main character can help make you feel better about your body. It’s a trend I am seeing more and more cropping up, giving people representation as something more than a punchline, and it makes me cautiously
Although modern media has made great strides in terms of female representation, we still have a long way to go. While women show up more often in movies, literature, and the like, their portrayals are steeped in the stereotyped idea that “sex sells”. As a result, the female characters, whatever their capabilities or likability, are undermined by the ridiculous standards given to them.
After examining multiple sources, the damaging effects on women that is influenced through media involves many different aspects as it includes body dissatisfaction and body shaming, mental disorders including eating disorders, depression, and low self-esteem, and impacts on sexuality based on how women are portrayed in media. It can be concluded that they hypothesis was correct in the sense that the media is influencing the sexualization of girls and causing these negative effects to occur.
” (Fisher 552) The articles were chosen using an online sales/reviews rating chart providing only the best selling games. By only choosing the most popular games a higher sense of credibility becomes apparent because gender was not an influencing factor, any women or men appearing in the data are not influenced by selecting or ignoring certain video games. One piece of data from the chart is later proven to be critical in supporting Fisher’s claim that women in video games are portrayed as pinup girls or sexual objects: “Protagonist’s interactions with non-playable characters (NPCs) and whether those NPCs are male or female and portrayed positively or negatively.” (Fisher 553) Before explaining why this piece of data is important to his claim he switches to providing some more history, this time about the gaming world’s male-centric history or favor towards men in the video game
Topics that really hit home for me were the rampant sexual objectification of women and our over dependence on technology, the new age addiction. Caroline Heldman brings into perspective the world of sexually objectifying women from music videos to TV advertisement and the clear line between objectification and empowerment. I think we are living in a very confused society, if we believe that women are empowering themselves when they are used as objects. We are sending a wrong message to the youth of our generation that it is ok to be objects and not be viewed for your intellect. Women are more that beautiful objects to be viewed for pleasure or eye candy (pop culture term), they should be viewed for their strength, love and kindness and help
Watching the video “Damsel in Distress: Part 1 - Tropes vs Women in Video Games” about the sexism that exists in the video game industry was very informative and an eye-opener. I do agree that there are many distinct similarities in the way women are portrayed in these video games. Female characters have limited roles and they are shown typically attractive, sexually suggestive, weak and ineffective. These characteristics send a powerful message that influences people. Although I believe they are not intended to be sexist, many people don´t realize how attitudes can shift with practice especially that many of the gamers are young.
There are numerous individuals and places that are dedicated to the study of feminism, depicting both the bad and the good of the gender variations. The strong and the hardworking women can be appreciated because they have made massive impacts in history. Their impacts offered the women with the opportunities and the privileges that they enjoy today(Cole and Daniel p. 55). Nonetheless, at times, the stereotypes that are more subtle, which the pop culture assigns to the women is incredibly stupid as well as irritating. One of the trends found in the pop culture that is apparently annoying is the way the roles of women are depicted, both commercially and socially(Elledgep. 39). Is there anybody
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.
In a study by the Entertainment Software Association in 2014, 48% of all people who play video games in America are women, and another study by the Internet Advertising Bureau in February of 2015 stated that that number had jumped to 52%. That’s more than half of the population. So why is it that less than a quarter of all games feature a female protagonist? And in the event that the protagonist is female, most of the time they are inappropriately dressed to catch the gazes of males rather than be functional in the environment of the game. A good example of this is armor in medieval games. The males in the game normally have full armor that covers all the vital points, while female armor is more of a bikini made out of iron. And if they aren’t the protagonist, most of the time they are simply there for eye candy, serving no purpose other than
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.