...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...
Words: 1601 - Pages: 7
...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 perception and without prejudices. It is a fact that many assumptions and prejudices exist surround to the topic of the video games as such itself;...
Words: 1247 - Pages: 5
...Just because I am unique and do things differently does not mean I have to be stereotyped. One of many stereotypes people assume I am is that I am a gamer and that automatically makes me anti-social. People think I shut myself out of society, wasting my life away one day at time. When people stereotype me for this I simply ignore them or tell them how my life really is. Another stereotype that is put on me is that I am Italian and to ignorant people that means I make meatball subs and that I speak in an Italian accent. The first stereotype that I am judged on is that I am a gamer and that automatically makes me an anti-social guy with no life and I have nothing better to do other than sit in my room and game. People think I have no life...
Words: 299 - Pages: 2
...Shining a New Light on Video Games More often than not video games are viewed in a negative light by society. These negative views are reinforced on a regular basis by the media through news stations, television shows, and movies. They are often used as a scapegoat for being the cause of some of the violence happening in recent times such as mass shooting etc. Video games are also often blamed for other problems such as causing obesity, leading to anti-social behavior or leading to aggressive behavior. In spite of the stereotypes gamers face, there is research that shows that video games can have many positive effects such as promoting positive youth development. When watching television shows and movies, people who play video games are often stereotyped as obese kids and young adults who live off of energy drinks and potato chips and never leave their computers or consoles. One example of this stereo type can be found in the television show South Park. In the episode Make Love, Not Warcraft, the four main characters have become addicted to playing the popular...
Words: 1509 - Pages: 7
...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...
Words: 770 - Pages: 4
...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...
Words: 1236 - Pages: 5
...speech Online Harassment and Cyber Mobs Anita Sarkeesian talks about the major issues of Cyber Mobs and its consequences. She starts out telling how she herself became the villain of a massive online game in real life, by simply launching a fundraising campaign about how women are being represented in video games. This lead to a massive online hate campaign managed by a bunch of male adult gamers. Sarkeesian tells about how the worst part of it was that all this display of misogyny and harassment, the gamers referred to it as being a game and therefor justifying that what they did was acceptable. Sarkeesian points out, how this is a major issue that often happens and that there should be put an end to it immediately, because it’s not just a game it’s cyber bullying. In the speech Sarkeesian is using a lot of different rhetorical means such as the appeal forms and Toulmin model of Argumentation. By doing this she engages her audience more and gets her message trough clear and loud: women in the media, especially in games are being portrayed as sexually and downright oppressive objectified stereotype, and this is a problem. But how well does she use rhetorical means, and how reliable appear she as a sender? In the speech Online Harassment and Cyber Mobs, Anita Sarkeesian uses a lot of rhetorical means to get her message through and to interest and appeal to the crowd. First of all it’s remarkable to look at how Sarkeesian is using the rhetorical pentagram. A huge part of this...
Words: 812 - Pages: 4
...are seen as recreational, lacking any sort of substantial benefit or hazard for the gamer. What many fail to see is the adverse effects that video games do have on people, leaving many with fictitious perceptions of war, but also how they may be harnessed productively as for soldiers partaking in actual combat. Beginning with games such as Space Invaders in 1978 to today’s Gears of War, the depictions of mayhem have always been present, but today have become so realistic. Although video games may seem insignificant, they can be very beneficial for a soldiers training but also harmful to the general public creating a false sense of reality. As ongoing improvement of technology as a whole has taken place, video games have recently become incredibly realistic. Day by day, makeshift warfare in people’s living rooms is turning into reality. With such new features as vibrating controllers, HD televisions, and surround sound speakers gamers are put right in the middle of the action. War-based games have seen much recent success and have become so popular in society today because people are curious about what its like to be a soldier. By putting gamers in simulated war, simulations are as real as ever and give gamers a sense that they are actually partaking in the fight. Unlike passive movies such as Saving Private Ryan or Peal Harbor, video games are not only using visual frames for their gamers, but interactive ones too. Though through participation, players may lose sight of...
Words: 1992 - Pages: 8
...administering a strong positioning strategy for firms: capacity to decide the course of marketing and sales, push for growth, and solidify their position in the market. Competitive positioning involves determining what features or benefits are most essential to the market, thereby constructing value for the market. Located on its investor’s page, the firm proclaims that it is “a worldwide online, PC, console, handheld and mobile game publisher with leading positions across every major category of the rapidly growing interactive entertainment software industry.”1 The video game industry of today looks vastly different than it did 10 years ago, with the stark contrast being that many firms are designing their games to be more family-friendly; the stereotypes of video games no longer being just in the realm of teenage boys. All in all, the industry is faring well with reported sales of 273 million units in 2009, generating an astounding $10.5 billion in revenue. However, it is rather difficult to enter as many games necessitate enormous investments. Not only is it tough to enter, it’s extremely competitive since the big players already own a vast majority of the best brands and are interrelated, thereby enjoying great competitive advantages. To again quote its investor’s page, Activision Publishing’s objective is to “create, acquire, and maintain strong franchises... execute disciplined product selection and development processes… focused product offerings, diversity in platforms and geographies...
Words: 631 - Pages: 3
...president and ceo, entertainment Software association [ ii ] What’S inSiDe Who iS playing 2 4 Who plays computer and Video games? Who buys computer and Video games? at play 5 5 6 7 7 9 What type of online and mobile games are played most often? how many gamers play on a phone or Wireless Device? how many gamers play games With others? parents and games parents control What their Kids play top reasons parents play With their Kids the bottom line 10 11 12 13 What Were the top-Selling game genres in 2013? What Were the top-Selling games of 2013? Sales information: 2003–2013 total consumer Spend on Video game industry in 2013 Who We are 14 14 about eSa eSa members other reSoUrceS 16 eSa partners the 2014 Essential Facts About the Computer and Video Game Industry was released by the entertainment Software association (eSa) in april 2014. the annual research was conducted by ipsos mediact for eSa. the study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes. [1] Who iS playing gamer DemographicS of americans play video games 59% there are an average of in each game-playing U.S. household the average U.S....
Words: 3045 - Pages: 13
...Do Violent Video Games Make A Person Violent? Violent video games have been evolving for years. The first violent video game to ever be released was Death Race made in 1976 (Suddath). This game brought a controversy that would follow all video games for years to come. Although many people say that violent video games cause a person to become violent, many people will argue that violent video games do not cause a person to be violent. Both sides of the “violent-video-game” argument, examples to both points being made, and who should not play violent video games will be analyzed or examined in order to determine the effects of gaming. First, many people believe that violent video games do not cause violence. People believe that violence in video games is the cause of violence, but most video games depict and reflect the real world (Rynne). The world is full of violence, and it was full of violence long before video games started to make their way to popularity. People will counter this point and say that violent video games bring stabbing, shooting, running people over, drugs, alcohol, theft, etc… into people’s lives, but if a person turns the television to a news station, he/she will see all of the same things. War games depict wars in other countries, Grand Theft Auto reflects how people in bad neighborhoods can act, and medieval games give people and understanding about the past. People will say that because of these games mass murders will evolve; for example, Sandy...
Words: 2650 - Pages: 11
...It can also happen to anyone: men and women, old and young, people of all ethnicities. Despite rape being serious issue, it is sometimes taken in light in media and pop culture. For example, infamously known “Blurred Lines” and “Blame It (On the Alcohol)” are songs with a rape undertone; “Bro, I raped you,” says Gamer 1 to Gamer 2 who loses the 1v1; the trend of sexually explicit jokes in mainstream “comedy” movies. However, even though one might be exposed to these types of media, they don’t cause an average person to rape. Furthermore, eliminating all rape-glorifying pop media won’t magically stop all rape from occurring. Everyone is born with a conscience that tells us right from wrong. We are complex beings with many influences. If we constantly fill our minds with songs and movies that glorify rape, it may create a mindset more easily influenced to cross the line, but the chances are most likely not, unless you are truly messed up in the...
Words: 668 - Pages: 3
...Major advancements in technology have seamlessly connected people across the globe. Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close bonds. Subsequently, it results in new problems evident worldwide. Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designed to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. They want you, once you log in or pick up that controller, to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that...
Words: 1095 - Pages: 5
...Esports bring in a large amount of money to the United States such as other sports like baseball, football or soccer. Some gamers from the Esports industry have even turned the system into a profession such as bringing in millions to view their favorite games at a professional level. But what has been questioned within the Esports franchise is should it be considered a hobby, profession or even a real sport. Since gaming has come up in 1958 it has taken a straight turn towards the profession side of life. A YouTuber named Felix Kjellberg also known as Pewdiepie makes from in between seven to eight million dollars’ year making videos with a total of nine billion views from his carrier of YouTube. From the outrageous amount of money, he makes...
Words: 1619 - Pages: 7
...Major advancements in technology have seamlessly connected people across the globe. Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close bonds. Subsequently, it results in new problems evident worldwide. Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designed to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. They want you, once you log in or pick up that controller, to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that...
Words: 1145 - Pages: 5