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WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 1

Writing Project 2: Women in Games and Their Effect On Real World Women
Brittany Carter
Arizona State University
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 2

Abstract
How do female representations in video games affect real world interactions with women? The
anecdotal consensus throughout the industry is that women in video games are oversexualized
and that this may cause unhealthy expectations of women in the real world. Using primary and
secondary research I focused my efforts on applying data to test the hearsay. I found that
women are in fact underrepresented and oversexualized and that games designed this way can
have harmful impacts on women in the real world.
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 3

Synthesis Statement
How do female representations in video games affect real world interactions with
women? Female roles in video games have long been the subject of scrutiny. The apparent
sexual objectification, character sexism, and gender inequality has created a less than ideal
environment for women in one of entertainments fastest growing segments. This issue has
been identified, studied, and despite this misrepresentations continued prevalence, there is
now a trend towards normalizing the roles of female characters in video games. One notion is
left to question however. What real world effect does current representations of women in
video games have on women in the real world. Given this, I conducted my research in search of
data that shows what, if any, effect occurs. Though a variety of journal articles and editorials I
have been identify opposing opinions and multiples means of examinations that yield results,
but also further illustrate the immense complexities of this question.
In analyzing video games through the lens of gender misrepresentation its crucial to
observe the basic construction of video games to understand the environment in which
external results may be bread. Video games offer a designed setting which is consciously
constructed meaning subtle inconsistencies with the real world are products of games
creators. While certain inconsistencies with reality such as the sci-fi or medieval settings are
crucial storytelling components, gender misrepresentations or character sexism add little value.
In their 2009 study Berrin Beasley and Tracy Collins Standley examined the frequency of female
characters in video games, coding elements as either male or female. Supporting the notion of
underrepresentation less than 14% of the nearly 600 characters coded were women (Standley
Beasley, 2009). This shows a strong bias towards men in the settings provided by videogames.
However, seemingly contradictory to the Beasley and Standley study, Raynel Martis and Jeroen
Jansz found that protagonists in video games are equally divided between gender. This
proportional representation is certainly a positive for women, showing that a female is just as
likely and capable of saving the day. Nonetheless, there is much more to a character than their
presence. Physical appearance and gameplay interaction is crucial. Jansz and Martis also detail
how despite the presence of female protagonists these characters physical appearance is often
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 4

over-sexualized to the point of being unrealistic. In concurrence with this, Christopher Ferguson
puts forth in his study the dramatic difference between the physical appearance of women
when compared to men who are rarely objectified and over-sexualized. Ferguson finds that
women are often more scantily clothed and animated to have exaggerated female proportions.
Although the opinions as to how and why the apparent sexism found in video game design has
come to be differ significantly, its presence is objectively measurable in nearly all studies on the
subject.
A key factor in understanding the real world effects of female representations in video
games is understanding the potent effects video games have compared to other forms of
media. Like all forms of media, video games carry implicit messages. The enhancing factor that
video games provide these latent themes is players level of interaction. Active interactions
with such negative of women found in video games can change the way that people who
interact with this type of media view women. It has been argued if video game imagery can
substantially affect the psyche, but assuming that it does, how does the depiction of women
expand or narrow our minds about the gender as a whole.
The way women are portrayed in video games have more serious consequences than
hurt feelings or deterred female gamers. Nicholas Matthews of Indiana University uses his
research to analyze the real world attitude effects of hyper-muscular male and hyper-
sexualized female characters featured in video games on both male and female gamers. Taking
the existence of these unrealistic characters for granted. Given this, Matthews uses exposure to
hyper-muscular male and hyper-sexualized female characters as a factor when measuring the
subjects body image dissatisfaction. Matthews data provided evidence that hyper-idealized
game characters negatively affected men but positively affected women. Although it does not
include perceptions of the opposite gender form exposure to hyper-idealized game characters,
this shows how video games can have external effects on players self-concepts. Taking these
external effects one step further to the realm of behavioral changes, Dr. Victoria Simpson Beck,
in her submission to the Journal of Interpersonal Violence, demonstrated the link between
negative attitudes toward women, violence against women and the video games ability to
condition such negative attitudes. Dr. Beck does not to study video games content specifically
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 5

but rather proceeds with the understanding that sexual objectification and violence against
women exists in many video games. She uses a subjects playing of a game as the key variable
to determine causal order in measuring their rape-supportive attitudes after the testing. Her
study found that a video game depicting sexual objectification of women and violence against
women resulted in statistically significant increased rape myths acceptance, rape-supportive
attitudes, for male study participants but not for female participants. Given the severity of
these potential outcomes it is crucial to consider the potential harm that can be done when
designing both the physical appearance of game characters as well as the storyline that dictates
their interactions.
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 6

Annotated Bibliography

Entry#1:
Violence Against Women in Video Games
APA Citation:
Beck, V. S., Boys, S., Rose, C., & Beck, E. (2012). Violence Against Women in Video Games.
Journal of Interpersonal Violence,27(15), 3016-3031. doi:10.1177/0886260512441078
Summary:
Dr. Victoria Simpson Beck of the University of Wisconsin expands on existing research into a link
between negative attitudes toward women, violence against women and the medias ability to
condition such negative attitudes by observing this phenomenon is one of medias fastest
growing segments; video games. Dr. Beck has chosen not to study video games content
specifically but rather proceed with the paradigm that sexual objectification and violence
against women exists in many video games. She uses a subjects playing of a game as the key
variable to determine causal order in measuring their rape-supportive attitudes after the
testing. Her study found that a video game depicting sexual objectification of women and
violence against women resulted in statistically significant increased rape myths acceptance,
rape-supportive attitudes, for male study participants but not for female participants.
Evaluation:
Dr. Becks work makes profound observations. I see it as quite different from my other sources
because it asks questions about what real world consequences of video games depictions
sexual objectification rather than focusing only on the existence of sexual objectification. Its
peer-reviewed nature as well as Dr. Becks experimental methodology give her work a
considerable amount of credibility.
Reflection:
This study and its results will be a valuable contribution to my paper as this it takes my topic a
step beyond merely observing sexual objectifications existence and surveys the attitude
changes in those exposed to sexual objectification in video games. Seeing how the
circumstances created by video games affects the outside world is gives the circumstances
greater significance.
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 7

Significant Quotes:
Social learning theorists argue that negative images of women as the sexual playthings of
men have a critical role in rape causation (pp. 5)
Study findings did indicate that sexual objectification of women and violence against women in
video games do increase rape myths in male participants.(pp. 25)

Entry #2:
Video-Game Heroines Can Kick Sexism's Butt
APA Citation:
Ferguson, C. (n.d.). Video-Game Heroines Can Kick Sexism's Butt. Chronicle of Higher
Education,62(15), B14-B15. Retrieved February 26, 2017.
Summary:
Christopher Ferguson's article discusses progress in my research area; less scantily dressed
characters, more female protagonists, and an increase in female gamers. He cites specific
relatively recent releases and the drastic changes seen in comparison to their older
counterparts. This, however, has only been a relatively small advancement when compared to
the still more prevalent theme of female characters being dramatically underrepresented in
video games and used only for decoration. Ferguson concludes that progress in this industry
has been made, making it more inclusive to women, yet there is still a long way to go.
Evaluation:
Ferguson's article has a fair amount of hard data that can easily be used to synthesis a solid
argument, however, his editorial and narrative approach lacks strong causal evidence. Like
many of my other sources of the same nature, Fergusons work is best used as supplemental to
more concrete arguments.
Reflection:
As Ferguson is providing more of an editorial than a body of research his work does make some
very strong points. Specifically, that this issue is multifaceted and not all goals for improving
female characters roles in video games are perfectly aligned. A good example of this is
Fergusons assertion that more female protagonists might just create a more instances of
oversexualized female characters.
Significant Quotes:
Let's clarify our goal. Is it to promote more and better representations of female characters in
games? Or is it to eliminate all games with sexist depictions? Those goals may not seem
mutually exclusive, but they might be at cross-purposes.
In genres like shooter games, female characters are rare, and when they appear they're often
damsels in distress or decorative temptresses within the male-centered storylines.

Entry#3: GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN,


NARRATIVE VIDEO GAMES
APA Citation:
Friedberg, Jared, "Gender Games: A Content Analysis Of Gender Portrayals In Modern,
Narrative Video Games." Thesis, Georgia State University, 2015.
http://scholarworks.gsu.edu/sociology_theses/52
Summary:
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 8

Georgia State Universitys doctoral candidate, Jared Friedberg, details in his thesis common
occurrences in video game narratives as they relate to binary, male and female, gender roles.
His study is conducted by examining the top selling video games between 2007-2016. This
rather large sampling of titles which defined the gaming industry for a decade illustrates tropes
and narratives placing men in an overwhelming majority of protagonist roles. Friedberg analysis
also shows that men are not only over masculinized, but women are dramatically more
feminized than in other forms of media.
Evaluation:
Friedbergs work covers a wide swath of recognizable titles which makes his point easily
connectable with readers who may have played these games. His research methods do have a
bit of a downside, however, as they tend to focus on the qualitative as opposed to the
quantitative. Issues of gender roles, gender equality, and related topics are social issues that
run the risk of being discounted as simple misperceptions unless hard data is presented.
Although his educational credentials give him some inherent legitimacy, it is hard to beat
repeatable numbers.
Reflection:
Although broad and qualitatively detailed, Friedbergs thesis will likely have its greatest value to
my essay in the form of providing additional support, contextual detail, to my other sources
that uses more statistical analysis. This thesis has provided substantial help in a less direct way
however. Friedberg has unique opinions on the social ramifications of this issue that has helped
me gain an additional perspectives and will likely enhance my own understanding of the issue.
Significant Quotes:
While video games have done a better job of showing that women are capable of being
powerful protagonists, men still enjoy wildly disproportionate representation as main
characters and games still employ many stereotypical gender tropes. (p.51)
67% of households in the United States have at least one game player. The considerable reach
of this medium makes it crucial to assess the messages that audiences are taking away
concerning gender in these games (p.1)

Entry # 4: AN ANALYSIS OF FEMALE ROLES IN POPULAR SPORTS VIDEO GAMES


APA Citation:
Galloway, Brennan W., "An Analysis of Female Roles in Popular Sports Video Games. " Master's
Thesis, University of Tennessee, 2006. http://trace.tennessee.edu/utk_gradthes/1559
Summary:
Brennan Galloways master thesis covers a highly specific, yet relevant to my area of research,
topic of women in sports video games. The purpose of Galloways study was to investigate the
roles and portrayal of female characters in popular sports video games. Studying the 15 best-
selling sports games of 2005, playing each game without a time-limit or specified path within
the game, and assessing the recorded gameplay. Gameplay was videotaped and analyzed using
a what Galloway described as a qualitative, descriptive participant observation model. The
roles were then analyzed using a framework from previous work in both sports media and
video game studies. An overall lack of female characters was found in nearly all games which is
reviewed.
Evaluation:
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 9

Galloways work covers a highly specific genre of video games that does not foster the most
grotesque examples of over sexualization, however these games are played by an audience that
may not play non-sports games. This provides an additional avenue for influence by the tacit
themes and tropes that may be found in all games. Furthermore, sports games tend to have
scenarios that are slightly more realistic than games in the fantasy and Sci Fi genre; one is more
likely to play in the NBA/WNBA than fight a dragon. This additional viewpoint is values because
it provides a different means to the same end of observing womens roles in video games and
those roles effect on the players.
Reflection:
Galloway has conducted a thorough study of material germane to research question. Although
she provides substantial information that I will likely be able to employ in my own writing, I do
not think this will be a major source for my essay. Given the specificity Galloways work it is
more suitable for supporting material showing that the issues regarding women in video games
exist from every angle.
SIgnificant Quotes:
Sports video games are a genre of sports media that have not been explored as a topic of
scholarly work. These games are becoming a large part of both childrens and adults lives, and
they certainly contribute to the socialization and attitudes of users (Deitz, 1998; Riva, Davide, &
Ijsselsteijn, 2002; Tamborini et al., 2004 ). (p.12)
Increasing graphical and processing power of next-generation game consoles gives developers
the ability to allow more user-created content rather than rely on generating pre-defined
characters and roles, regardless of gender. (p.ii)

Entry #5: MORE WOMEN PLAY VIDEO GAMES THAN BOY, AND OTHER SURPRISING FACTS LOST
IN THE MESS OF GAMERGATE

APA Citation: Harwell, D. (2014, October 17). More women play video games than boys, and
other surprising facts lost in the mess of Gamergate. Retrieved February 23, 2017, from
https://www.washingtonpost.com/news/the-switch/wp/2014/10/17/more-women-play-video-
games-than-boys-and-other-surprising-facts-lost-in-the-mess-of-
gamergate/?utm_term=.957f010a90ba
Summary:
In this article the they begin to attempt to change your mind of what a gamer really looks like.
The gamergate scandal was a online group that was sending death threats to women gamers
online. You think this would scare away women gamers but instead we are seeing an increase
in industry. This still not denote from the harassment that women find throughout the gaming
community. Some even going to the lengths of hiding their gender when gaming online, in
hopes of blending in and avoiding harassment. What they are calling casual gaming also has
open up for more female gamers over the age of 50 begin to emerge in gaming. This is probably
due to cell phone and social media gaming.Though the women gaming community is
continually growing the push back from aggressive die hards take over the lime light. In one
instance Anita Sarkeesian was forced to cancel a public talk at Utah State University due to a
threat of a mass shooting if she was to speak.
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 10

Evaluation:
The washington post is a reliable source and often is written for the public eye. This makes it a
reliable source but also one that is written in the tone and understanding for a wider audience.
Reflection:
This source is a great addition to my essay because it is a more statistical analysis of the
audience. Its also brings about the topic of Gamergate which is a issue in the female gamer
community.
Significant Quotes:
Yet America's 190 million gamers, 48 percent of whom are women, still play in a harsh
frontier. (pg 4)
About 70 percent of female gamers said they played as male characters online in hopes of
sidestepping sexual harassment, according to a study cited by "Hate Crimes in Cyberspace"
author and law professor Danielle Keats Citron. (pg 7)

Entry#6: WHY NOT MAKE VIDEO GAMES FOR GIRLS?


APA Citation:
Laurel, B. (1998, Febuary). Why not make video games for girls? [Video file]. Retrieved from
https://www.ted.com/talks/brenda_laurel_on_making_games_for_girls
Summary:
Brenda Laurel, after working in the gaming industry for twenty years, takes on the goal to figure
out why the current computer games where only gear to an audience of your boys. She begins
this quest by proposing the question Why hasn't anyone built any computer games for little
girls?. Spending almost four years interviewing experts and children to get to the root of the
differences of how boys and girls play. With this information they were able to form the
company Purple Moon. Through this company Laurel was able to create an online community
of young girls and games that were geared toward a young female audience.
Evaluation:
Laurels work and questioning is followed through by conducting in person research with
experts and young female children. This direct research and her background in creating games
makes her a reliable source. Her argument is that games are more geared towards boys and
that through the girl gaming community is largely denied, it could possibly be an untapped
market. Her success in making games for young women supports her thesis and makes her a
credible source for furthering my research in the subject.
Reflection:
This source would be helpful to my essay because not only does Laurel present first hand
knowledge of working for gaming companies, she has made a successful girl game. Though this
speech was made a while ago, her argument of how game are built for boys and ignores girls,
still hold true to most of the game development to this day.
Significant Quotes:
"Why hasn't anybody built any computer games for little girls?" Why is that? It can't just be a
giant sexist conspiracy. These people aren't that smart. There's six billion dollars on the table.
They would go for it if they could figure out how. (0:44)
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 11

One kind of reviewer is a male gamer who thinks he knows what games ought to be, and won't
show the product to little girls. The other kind of reviewer is a certain flavor of feminist who
thinks they know what little girls ought to be. And so it's funny to me that these interesting,
odd bedfellows have one thing in common: they don't listen to little girls. (6:41)

Entry #7:
Real Ideal: Investigating How Ideal & Hyper-Ideal Video Game Bodies Affect Men & Women
APA Citation:
Matthews, N. L. (2016). Real ideal: Investigating how ideal and hyper-ideal video game bodies
affect men and women. Computers in Human Behavior,59, 155-164. Retrieved February 26,
2017.
Summary:
Nicholas Matthews of Indiana University uses this research study to analyze the effects of
hyper-muscular male and hyper-sexualized female characters featured in video games on both
male and female gamers. Taking the existence of these unrealistic characters for granted,
Matthews states in his introduction that the investigation into the effects of these distorted
body image is highly lacking. Given this Matthews uses exposure to hyper-muscular male and
hyper-sexualized female characters as a factor when measuring the subjects body image
dissatisfaction. Matthews data provided evidence that hyper-idealized game characters
negatively affected men but positively affected women.
Evaluation:
Although his work contradicts a majority of research on the matter, Matthews has provided a
peer reviewed study using valid research methods. This study focuses heavily on the aesthetics
of characters rather than their role in the game. Video games do provide an avenue for
dramatically hyper-muscular male and hyper-sexualized female characters, however, so do toys
and cartoons which are not limited by reality. The element which makes video games effect on
players so cogent its the players control over the media and the built environments reaction
to this control. I believe that excluding this factor from his study has made Matthews results
only a means of assessing correlation and not causation.
Reflection:
It is always a benefit to have a dissenting opinion in drafting a well-rounded research paper.
While I have my doubts in the depth of Matthews research methods I do believe they are
overall sound making his results all the more interesting. I believe this source will further my
point that the playability of games makes interaction with them much more influential than
other forms of media. Matthews data showing escalating body dissatisfaction between ideal
and over idealized characters also provides more substance on the notions that exaggerations
can have increasing effects as the stimuli becomes more exagerated.
Significant Quotes:
Generally, the data provided evidence that hyper-idealized game characters negatively
affected men but positively affected women.
Overall, the results of the first study indicate that video games featuring ideal bodies exhibit
no significant effectakin to no exposure at allon player's body image dissatisfaction (BID)
and their general body attitudes. In contrast, hyper-idealized game bodies caused female
players' BID and body attitudes to improve compared to ideal bodies and, less frequently,
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 12

compared to the control group. Finally, there was little evidence of an interaction between trait
social comparison tendencies and body type for females

Entry # 8: ROLES OF FEMALE VIDEO GAME CHARACTERS AND THEIR IMPACT ON GENDER
REPRESENTATION
APA Citation:
Rajkowska, P. E. (2014). Roles of female video game characters and their impact on gender
representation. (Unpublished master's thesis). Uppsala University.
Summary:
Paulina Ewa Rajkowska covers the presence of gender portrayal in video games in her masters
thesis due to their immense popularity and the high likelihood that their influence may be seen
in the outside world. She conducts an analysis of both protagonist and support characters from
22 different games. The stated purpose of Rajkowskas work is to thoroughly assess the general
phenomenon, such as gender, within video games to develop a better understanding of its
particularities in this form of media and to expand the general body of knowledge on video
games as a research topic. To explain her varied results, the Rajkowska introduces the category
of role as an important factor for character representation based on the use of theoretical
frameworks of symbolic interactionism.
Evaluation:
Rajkowska is validated by its research methodology and corroboration with peer reviewed
sources. Her content analysis uses elements of video games broken down into very basic forms
to obtain consistent means of measurement throughout a variety of games. The author finds
that there is a visible difference within the manners females are presented depending on their
role. Lead characters are more likely to be strong, independent and self-sufficient whereas
support characters most often require immediate help, are dependent on others and are more
likely to be abused.
Reflection:
Given the strength of her results and research methods Rajkowskas thesis provides a solid base
of information which can easily be used in my own writing. Rajkowska also provides unique
insight into the indirect effects this phenomenon found in the outside world.
SIgnificant Quotes:
Games have in recent years spread beyond the reach of the households and their introduction
to mobile devices has made them available for use at all times without spatial limitations. (p.5)
This sudden growth spur has caused a lot of concern over the possible impact of video games
upon their users. (p.1)
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 13

Entry #9: LINGERIE IS NOT ARMOR


APA Citation: Sarkeesian A. (2016, June 06). Retrieved February 23, 2017, from
https://www.youtube.com/watch?v=jko06dA_x88
Summary:
In this video Anita Sarkeesian goes into deep discussion about the contrast of how female
characters are dressed in video games vs their male counterparts. To showcase specific
instances of this Anita opens up with a reflection of a commercial for a game called Perfect
Dark. Despite the character's job title and expertise, the commercial is focused on her nudity
and snide jokes of her deciding her outfit for the day. Anita continues to showcase the obscurity
of the outfits of female characters by discussing what trails the characters are depicted facing
and how the clothing choice would be obscure for the characters with their tasks at hand. Male
counterparts are depicted wearing protective clothing suited for the environments the are in
instead of scantily clad scraps of cloth. Anita continues to discuss the impracticality of the
clothing comparing it to that of female athletes, whom are dressed for their activities. In
conclusion, Anita states the detrimental impact on how these clothing options chosen by the
game designers could impact the way that we view the sexuality of women.
Evaluation:
Anita is well versed in the subject of females and their relation to the gaming community. Many
example and references to different games showcases her argument and add credibility to her
argument. Being a part of the gaming community herself gives her first-hand knowledge of the
inner workings. She is an award-winning media critic with a focus on the deconstruction of
stereotypes and tropes associated with women in pop culture.
Reflection:
This source with be extremely helpful to my essay. There are many different types video game
examples that help create wide range of proof to the argument. There are also other books that
she lays reference to that could have more knowledge on the subject.
Significant Quotes:
None of this is to say that characters in games should never be sexual; far from it. Sexuality
and sexualization are very different things. The sexualization of the female characters is about
designing them, dressing them or framing them in ways that are specifically intended to be
secually appealing to presumed male viewers or players. Womens sexuality, on the other hand,
exist for themselves and those whom they care to consensually share it with. (13:48)
Because clothing can shape our first impressions of a character and has a tremendous
influence on our sense of who they are, every time they are on screen, sexulized outfits can
contribute to whats called the hyper-sexulization of female characters. (4:47)
WOMEN IN GAMES AND THEIR EFFECT ON REAL WORLD WOMEN 14

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