...Select character tells the story of a woman who plays his husband’s video game and in the process of playing through the entire game, gets told by the department of defense that the country needs her. Throughout the story, her husband is watching her play the game and is chastising her on what she is doing and telling her what she should be doing. The husband portrays the stereotype that females who play video games don’t know what they are doing and need constant help to get through the game. The woman has been playing the game for some time now and has developed her own way of how she wants to play it and while she tries to explain to him that she knows what she is doing and that she has done this before, he doesn’t bother to listen to her and instead continues to tell her what she should be doing. This is a...
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...In the world we live in today people are judged by their gender everyday, which affects their performance in their everyday life. Although any sex can be a victim of gender stereotypes, the main gender type that is targeted negatively are females because they are considered to be “delicate” and “weak, while men are seen as more “bold” and “strong”. As a result of this, the question that will be focused on is “why do gender stereotypes affect the performance of individuals?”. Gender stereotypes can affect a person's ability to do things to their full potential such as education, competing in sports, or even something as small as playing video games. One reason why gender stereotypes affect the performance of individuals is because of the pressure...
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...brings over and over that the persons should not play video games, for diverse reasons, already because they can damage the sight as well as isolate the people of the real world and saying to come to a point where the only thing that people only want to play video games. Moreover, the opinions or inferences from the video games, the purpose of the essay is a linked topic to videogames, the group of interest especially I belong, Girl Gamers, the situation to be a woman and gamer, continues nowadays being something controversial. However the gender nature of gaming is not a stereotype itself, although it may contribute to females’ gamers to be seen in a wrong perspectives and beliefs towards playing video games. Body Gaming has been consider more able or adaptable for men/boys rather than women/girls. Nowadays there are more female gamers in the industry; around 44% of gamers are female and 55% are male (Entertainment Software Association, 2015). The world in general has done to itself, different perceptions or inferences, to certain, extent badly groundless due to the fact or even, the possibility of seeing women or girls to play video games. It is true that nowadays not only this question as this one, but in any other area, the tastes or the hobbies already do not qualify as anything for woman or anything for man, but with the time and the conscience of other persons inside a society, returns to these "stereotypes" something from the past, giving welcome to a more opened...
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...Just Video Games "Man dies in Taiwan after 3-day online gaming binge" (Hunt, 2015). One of the most significant things that are constantly and rapidly evolving is technology. Technology has a direct impact on the social, economic, political, and cultural life. Nobody these days can do the daily responsibilities without using transportation or without their phone. Technology has become part of everything in the life. This rapid development has many advantages, but unfortunately it also has some disadvantages. Currently, the most important advantages is using technology in the educational process. On the other hand, technology has also some negative impacts especially on the kids. The worst disadvantage of using technology is that...
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...Essay Question 2 Gender has shaped Hip-hop since the very beginning by influencing Hip-hop narratives and redefining gender roles; it comes to no surprise that gender has also influenced MCs and their work. In fact gender identifications have been so impactful they help determine an artist’s success in the music industry. MCing is known to be a male dominated art form and it is very difficult for females to become successful without having to conform to the preconceived notions about women in the music industry. In the Hip-hop world many male artists have created stereotypes for both men and women and their place in the Hip-hop music (NHP 06-11-2012). For some male artists these stereotypes have made success more achievable while, on the other hand, these stereotypes have made it harder for female MCs to rise to success. There’s no denying that Hip-hop stereotypes are an important component of Hip-hop performance (NHP 06-13-2012) in fact many artists today feel the need to utilize these stereotypes in order to get ahead in the game. For example, Big Sean is one talented MC in mainstream Hip-hop that doesn’t refrain from having half naked women dancing around in his music videos. His videos emphasize the most popular stereotypes which refer to women as “hoes”, “bitches” and “gold-diggers” (NHP 06-13-2012). Although these names are degrading and disrespectful to women, it is quite unfortunate that they have become acceptable in the music industry. It is also unfortunate that...
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...This article is a detailed, academically supported body of work, designed to retort the following questions: How and why are semantically sexualised women used as a perceptive marketing stunt’ and ‘what role does the media play in legitimizing gender discrepancies through framing and cultivation strategies? Coaxed by the issue of female objectification in the mass media, the following research was conducted both practically, and theoretically, to overtly annunciate the social and democratic problems associated with advertised female subordination. The relative research involves a semiotic analysis of two sources, coupled with a survey of 40 candidates of varying ages. Furthermore, theoretical mechanisms of media framing and cultivation have been deconstructed throughout this article to uncover the impact of magnified female subordination on the domestic expectations of children and young adults. Through the collection of data, it was able to be conclusively recognized the impact of objectification on social attitudes. Results had shown the many conceptions concerning the female purpose, these include; a woman’s role as a domestic and sexual slave to her male partner. Through the convergence of data, semiotic analysis and academic theory, it may be meticulously understood how female objectification in the mass media is a social complication in the construction of an egalitarian future. ‘Women’s bodies are predominantly valued for its use to others’ Fredrickson & Roberts 1997 ...
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...Introduction In recent years there has been a significant increase in video gaming among young adults. They are a unique form of entertainment that allows it's users to become interactive. According to an 2014 article entitles The Impact of Video Games, 97% of teens play video games, making the video game industry a dominant force in the lives of many adolescents (2014, Norcia). A 2010 survey hosted by the Kaiser Family Foundation found that children ages 8-18 devoted 7.5 hours daily to video gaming. Of the children surveyed, less than half stated that their parents had rules about what games they could play. By parents, video games are frowned upon as time wasters. Many experts blame video games for why some children become violent or commit extreme anti-social behavior. On the other hand, there are experts who believe that there are a large amount of benefits from children playing video games. Prevalence Although there has been a large study on violence in video gaming, there has been very little addressing the stereotypical content and its impact on its players. A stereotype is defined as a assumptions that help convey ideas or image of a particular person or thing. In gender roles, compared to female characters, males appear more frequently and engage in achieve leadership roles quicker. In games such as Grand Theft Auto and Call of Duty, there is always a male character. In a 1998 study, women in video games were perceived as sex symbols, prizes, and victims. In Grand Theft...
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...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 a year industry, meaning they are contributing a large amount of profits (ESA). Despite their significant purchasing power, they are not represented equally as characters in games, and continue to be used as a plot device or sexual being to attract the male target audience. Neither are they allowed to be a compelling character with a story arc and personal growth as we see with the male protagonist. Female characters, when included, tend to be one dimensional and only valued for typically how they fit into traditional gender roles by being submissive and innocent. This narrow portrayal of women comes from the fact that the developers of video games are predominantly men. Only 11% of game designers are women and only 3% of programmers, even though it is one of the fastest growing...
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...My research question is what effects does online gaming have on the components of socialization and gender. I am investigating topics such as online socialization, impact on social life, gender roles, macrostructures, microstructures... From my experience, online gaming tends to destroy or severely damage an individual’s regular social life. Some online gamers prefer to socialize only through the game where the rules are less strict and they are free to act in a way they would not normally be in real society. Online gaming gives gamers a sense of confidence, calm and reassurance because it allows an individual to meet new people without worrying too much about the repercussions of their actions. There is a sense of ambiguity because in the game a person cannot determine who is controlling the other characters whether male or female. Gender roles are not as defined in the online world since you are allowed to choose your character’s gender or sex. This allows people to act out lives that they do not have or be a different person completely separate from the real world. The three journal articles I am using for this literature review are as follows: Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People's Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. ProQuest. Web. 9 Oct...
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...In the past the repartition was clear; women were in charge of buying personal care produces, fragrances, women clothing, and groceries. Men were just interested in stereo equipment, video games, tires, and men’s clothing. Now the things have changed, the retail environment has changed these behaviors. In this review we will try to explain this phenomenon changes in consumption pattern. At first we will explain the changes of men’s consumption patterns, in a second time we will talk about the changes of consumption habits in women, in a third part we will see how these changes influenced retailers, and finally we will conclude. With the modernization, and the development of new technologies, we can see a change in men’s consumption behaviors. Indeed the gender stereotypes have faded; cosmetics are no longer reserved to women, the choice of the car is no longer reserved to men…With the growth of challengers, the increase of e-commerce, retailers couldn’t sell their goods like in the past with one product for everyone without take into account Culture, gender, age... and they have to developed new strategies like retail market segments, business intelligent tools to respond to these changes. Nowadays “more and more men are in the market for grooming and personal care products”. “Men’s grooming represents a $35 billion global industry in America” (source: FIT NYC). Indeed the attitudes and mindset of the American male have evolved. “Today three out of four men agree that men...
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...Media and Gender Reflection #1 I do think that the media has impacted our views about gender, gender roles, and gender expectations. Visual media has had the highest impact. Movies, television shows, and television commercials are the most viewed types of media. The influence is not really age specific. Commercials aimed at children seem be made to be seen as gender specific. Even when you are shopping for toys, they seem to be set up in separate aisles. If you are shopping for a boy, you skip the “pink” aisle. The suggested video shows how our perspective has changed over the last 3 generations. In the 1950’s and 1960’s women were portrayed as: 1. The housekeeper 2. Weak (physically) 3. Unable to problem solve 4. Never getting their hands dirty In the same time frame men were presented as 1. The boss 2. Strong 3. Fixer of problems( both mentally and physically) At this time, sexual innuendos were less obvious and at times taboo. Gradually, with the changes in regulations in the media and desensitization of the general public, women seem to have morphed into objects, objects of ridicule, objects of scorn, or simply, just objects of beauty. Women have been referred to by generations as “the weaker sex”. The unstated assumption, then is men are supposed to be the “the stronger sex.” People do realize these are stereotypes. I think that each generation realizes how much of an effect the portrayal of gender has skewed many people’s...
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...When determining who owns a particular item, both children and adults use gender stereotypes to help them decide who the owner may be. For children, knowing who owns an object is very important. Often times children can point out if a toy would be preferred by a boy or a girl. These facts were all proven through experimentation. When shown a photo of a girl holding a toy and then a boy holding the same toy, both children and adults used gender stereotypes to determine the owner of the toy. For example if the toy was a doll, they said it belonged to the girl, whereas if the toy was a truck they said it belonged to the boy. This experiment showed that children are more likely to use gender stereotypes in ownership than possession beliefs (e. g. even if the girl had the truck first, but they still believed that it was owned by the boy). With this experiment no prompting was required to receive the gender stereotyped answers. Superhero programs such as movies, television shows, video games, etc. present many gender stereotypes that are passed onto the young viewers of such...
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...race, and sexual orientation. Discrimination is used because of a serious form of stereotyping, where people who are put into these stereotypes are treated unfairly, and sometimes are subject to both physical and mental abuse because of the way society sees them as. Stereotyping and discriminating against said stereotypes is an unjustified cultural norm in society and should be brought to awareness to stop it. It is necessary to understand what is bad about discriminating, why people stereotype, and how the world can prevent future discrimination. Discrimination is harmful to society because it creates a sense of worthlessness in the individuals...
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...Brain as a Target Advertisement is a tool used by companies in order to draw attention to different products, services, and events. Advertisement is used to promote sales and attract a broader audience. This marketing strategy has been applied by people and companies for hundreds of years. It wasn’t until the 18th century that advertising had started appearing more frequently in people’s everyday lives. The spike in advertising use was caused due to the technological advancements of the printing press. People would notice different advertisements for services and products which would influence their decisions and consumer habits. I have studied many topics related to marketing and psychology. Since our technology is always increasing according to Moore’s Law, our advertising methods are also becoming more and more sophisticated. The marketing method that has been on the rise for a few years now is known neuromarketing. This form of marketing is not a new discovery, although, it is now being understood and studied better as our technology increases. It revolves around the psychological response caused by the brain when consumers look at different forms of advertisements that causes pleasure, such as, food, sex, and social. Neuromarketing, more specifically, revolves around targeting dopamine. Dopamine is the neurotransmitters in our brains which is involved with our survival instincts and pleasure responses (Touhami, 1528-32). Evidently, neuromarketing is not only being...
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...action adventure games. Young audiences ultimately may begin to view women differently and think that the aspirational violence is acceptable as a means to an end". Andy Medhurst (Representation Theory) Stereotyping is Shorthand for Identification: "One way that texts like Waterloo Road and Skins for example allow for audience identification is through stereotyping and giving characters an extreme representation". Angela McRobbie (Gender Theory) Post Feminist Icon Theory: "Lara Croft, Lady Gaga and Madonna for example could be identified as post feminist icons as they exhibit the stereotypical characteristics of both the male and female strength, courage, control and logic but also are willing to be sexualized for the male gaze. This control element of their own representation is crucial in understanding the theory". Baudrillard Hyper Reality: "Some texts are difficult to distinguish in terms of the representation of reality from a simulation of reality e.g. Big Brother. The boundaries are blurred as codes and conventions create a set of signifiers which we understand but in fact the representation is a copy of a copy". Uses and Gratifications Theory: "Different audiences gain different pleasures from a media text e.g. Gravity can be enjoyed via diversion or escapism, it can use surveillance to give information to audiences and can also be discussed on forums and blogs as a form of developing personal relationships(common also in video games). Personal identity...
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