Monday, December 23, 2019
Sexism in the Video Game Industry - 4263 Words
Linzy Waltke Professor Andrew Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar aâ⬠¦show more contentâ⬠¦My focus however, is on single player console games, where women make up a very small minority at around 20% of players across all platforms (ESA). Console games have many different genres but there are only five ways to play and five respective players, according to Educational Technology Research and Development Study found in Game Work by Ken McAllister. The se categories are: explorative, active / aggressive, social, creative, and strategic, it was found that there is a strong divide between men and women and their ability in the various types of gameplay (McAllister 16). This study of middle and high school boys and girls found that over 50% of boys proved to be active and aggressive players, while less than 10% of girls showed strength in the active games; all of the boys showed a strong ability to play strategically while less than 5% of girls were able to problem solve in the game (McAllister 18). Girls in the study found their strengths to be explorative and creative games with over half of female participants showing strength in each area, while the boys typically saw these genres as not challenging enough, and quickly gave up (McAllister 20). Economically it would make sense to introduce more games that women excel at to bring in a large demographic and increase market share; despite this the industry is tailored to the male con sumer as 75% of games released in the past 10 years were targeted towards men and featured violent andShow MoreRelatedThe Video Game Industry and the Objectification and Stereotyping of Women 1322 Words à |à 5 PagesHow can an industry with widespread appeal to men and women continue to misrepresent and 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 femaleRead MoreMainstream Game Development is Predominately Designed by Men Essay1018 Words à |à 5 Pageshalf women, most AAA games are made focussed entirely on male in mind. Ken Levine himself said that ââ¬Å"Bioshock Infiniteâ⬠was marketed to appeal to frat boys. And Naughty Dog has revealed they didnââ¬â¢t want to see what women thought of ââ¬Å"The Last of Usâ⬠and that they were trying to appeal exclusively to males. While the director of ââ¬Å"Remember meâ⬠has said the female protagonist has been killed off by publishers because men allegedly donââ¬â¢t want to play as a ââ¬Å"girly girlâ⬠. Mainstream game development is predominatelyRead MoreVideo Games And The Video Game Industry1290 Words à |à 6 Pagesthe gaming demographic, but the industry hasnââ¬â¢t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls donââ¬â¢t play big action games, boys like the sexualization of girls in video games and wonââ¬â¢t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on theirRead MoreHow Women Are Used For Sexual Pleasure1486 Words à |à 6 PagesWomen are often seen as sexual objects used for sexual pleasure. This is made apparent in games such as Grand Theft Auto where an individual can pick up prostitutes, beat on women, and receive private dances from females at an adult club. As a reward for properly receiving a dance, you may take the dancer home with you for sex (Grand Theft Auto Five). This proves how women are viewed as objects for sexual pleasure. Also, even if a female is given power, she is still viewed as a sexual being. ThisRead MoreThe Positive and Negative Aspects of Video Games in Society968 Words à |à 4 Pagesprominent in our culture is video games. As it is becoming more prominent, it is also evolving throughout the years. Video games now are becoming more complex and influential in our society. People can use this type of entertainment was a way to relieve stress or a way to socialize with others online. Video games is almos t available everywhere, from video consoles to cell phones, most Americans have played a video game before. The American myth is that Americans mostly view video games as a way to pass timeRead MoreStereotypes Of The Virgin And The Vamp824 Words à |à 4 Pageshostile sexism. Benevolent sexism is the belief that women are weak and in need of male protection and leadership. (Fox and Bailenson, 2009 in Gick and Fiske, 1996). On the other hand, hostile sexism, promoted by the vamp stereotype, entails antagonistic beliefs that women are domineering and try to control men sexually. (Fox and Bailenson, 2009 in Gick and Fiske, 1996). Many gender activists believe that this is one of the reasons why there aren t many female heroes since the birth of video gamesRead MoreRestrictions, Licenses, And Laws1105 Words à |à 5 PagesContractual: A constraint is a limitation or a restriction on something to prevent something else from happening. The media industry they are so many restrictions and the issues in the game industry. Employment Development License NDA Collaboration Legal: Regulatory requirements is The restrictions, licenses, and laws applicable to a product or business, imposed by the government. Copyright is legal which mean of protecting an authorââ¬â¢s work, this is a type of property that provides exclusiveRead MoreIs Sexism A Big Problem?1655 Words à |à 7 Pagesthe 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 ââ¬Å"you won t win... get back into the kitchen and make me a sandwich.â⬠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 sexistRead MoreDo Misogyny And Sexism Have On American Media?897 Words à |à 4 Pages Some might ask what effect do misogyny and sexism have on American media? Misogyny and mass media have made numerous examples where studies have concluded correlations between misogynous messages, both obvious and subliminal. Messages containing misogynous views have become incorporated into our society, affecting many parts of our lives. Misogyny can be found in many types of media, especially music videos that show Women being shown as just objects that are only good for abuse, sex and for theRead MoreThe On The Gaming Industry1323 Words à |à 6 Pagesgaming industry took America so far in entertainment for generations of young and old to play for decades to come. Starting from one of the developers of the atomic bomb used in World War II to the present day console wars of PC, Xbox, PlayStation, and Nintendo games have been played. Computer engineers took steps and chances with their ideas, making them into successful business men in a brand new industry, creating new products of imagination, science, and reality. If there were no video games modern
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