Wednesday, December 18, 2019
The Video Game Industry and the Objectification and...
How 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 female characters that would attract them. Because of this, female video game players have become the minority in the video game industry. Although video game companies claim to target all types of video game players, women have become the victims of patriarchal sexism by being objectified and stereotyped as a way to increase sales. A fact that contributes to the objectification and stereotyping of women is that as of 2011, 56% of video game players are male, and the other 44% are female (ââ¬Å" Essential Factsâ⬠4). This discrepancy caused video game industries to create games that will sell to the majority-- the male players. However, the 44% of female players are still considered a large consumer group (Shanley 11). Despite the 12% discrepancy between male and female players, industries that have chosen to focus solely on their male consumers can be seen as patriarchal. This patriarchy has caused video game industries to create games that would appeal to male gamers only (ââ¬Å"GenderShow MoreRelatedWhy Women Should Not Be Sexualized And Objectified The Way They Are Video Games3095 Words à |à 13 PagesDavid Dale 1 Why women should not be sexualized and objectified the way they are in video games today: Most of us would already know that womenââ¬â¢s representation in the media is highly sexualized and that women are regularly portrayed in a sexual manner and are objectified in all forms of media whether it be in magazines, online, television, movies, music videos, and of course video games (Wu, 2014). Many people derive gratification from what they read and hear every day without thinking about theRead MoreGender Roles Are A Conception Of Femininity And Masculinity Essay1157 Words à |à 5 PagesWomen in Advertisements Gender roles are a conception of femininity and masculinity. The gender roles for men and women in society are partially constituted of individual thinking. These conceptions and gender roles are not completely biological but also social and cultural. Women are earning advanced degrees and are entering careers which have been traditionally dominated by men. But women are still depicted as images of beauty and sexuality in movies, video games and advertisements. This paperRead MoreFeminism And The Feminist Movement1304 Words à |à 6 Pagessignificant advances toward women gaining equality in all aspects of life. Media has a strong influence on society and it is continuously educating, informing and conditioning how humans behave and display themselves. With the media endorsing so many hyper sexualized images of men and women, it is very unlikely that these ideas would render no impact on our sense of identity. Feminism is a social principle and political movement mostly based on and aggravated by the experiences of women. It usually providesRead MoreAnalysis Of Video Gaming, Film, Television, By Film Or Videogame4094 Words à |à 17 Pagesthem to understand plots and ponder themes. In video gaming, it also involves the illusion of role-playing where a player of the game controls oneââ¬â¢s actions and is typically a protagonist of the game s story. In video gaming, a character differs from an Avatar in that an Avatar is usually a character that is based on a real person (however, there are exceptions). ââ¬Å"The role of a character, whether played in movies, music video, books or video games, is one that has the power to shape and affectRead MoreWomen at Play Essay1908 Words à |à 8 PagesWomen are playing more video games than ever before. Traditionally, video games were considered to be a predominantly male leisure activity1,2. However, with the introduction of new technologies, designs, platforms and distribution channels, video games have become more accessible and enjoyable for audiences beyond the traditional ââ¬Ëteenage maleââ¬â¢ demographic 1. This paper examines both the historic and current research on gender in gaming and the emerging trends within the gaming industry. RecentRead MoreMasculinity in the Media3136 Words à |à 13 PagesMasculinity in Media This research looks at the association of masculinity with violence, racism, power and the objectification of women, which has been around since early civilization. This study also shows how these concepts are still evident today in the media. Masculinity in the media is portrayed as muscular, violent, angry, aggressive, dominant, and warrior like. The rhetoric in media, as it relates to masculinity, has influenced the amount of violence in the world. The associationRead More Gender Dichotomies on MTV Essay4969 Words à |à 20 Pagesdepicting women as purely sexual beings, not respectable individuals. This is a difficult controversy to discern because it is only the latest skirmish in a never ending culture war between young women trying to control their sexuality and a society which fears its power, (When Sex Goes Pop) MTVââ¬â¢s sexual depictions have been criticized because of the poor representation and explicit sexualization of women and young girls. To sexualize is to make the performer or extra in a music video worthlessRead MoreOffensive Advertising : Advertising, Muslims, And Consumer Behaviour9514 Words à |à 39 Pagesprofanity, gratuitous violence, disgusting images and religious taboos (Dahl et al., 2003). The above studies lead to the fact that controversy in advertising manifests itself in many ways, such as product deficiencies, inappropriate targeting, stereotyping, mis-selling, mischievousness, and intrusive tactics (Mittal, 1994; Blakeney, 1986; Wyckham; 1987). Hence various studies have endeavoured to classify controversy or offence in advertising (Barnes and Dotson, 1990; Prendergast et al., 2008; Christy
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.