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An in-depth look into Gender Role Portrayals
In Video Games
How womenare portrayedinVideoGamesisoftenahot topicamongcritics, academicsand gamers
alike.There isevidence tosupportthe argumentsmade byeachparty,thisarticle will take an in-
depthlookintothese differingperspectivesinanattempttosiftthroughthe irrelevanciesandtackle
the core issue of the topic.
Dietz(1998) wrote an article thattried to tackle the issue of genderportrayal throughusingsamples
of 33 popularNintendoandSegaGenesisvideogames.Dietzproposedthatvideogamescanbe
attributedtothe impactof children’sidentitythroughgenderrolesandhow women are portrayed
invideogames. Dietz(p.425) foundthat in 41% of the gamesusedinthe studydidnotinclude any
female characters,furthermore28%of those gamesportrayedwomenassex objects.
The article alsofoundthat nearly80% of the sample gamesincludedthe use of aggressionand
violence toachieve the objective,whilealmost27% of the games containedsociallyacceptable
aggressionandinsome gamesviolence wasdepictedagainstwomen.
However, there isone interestingcase withthe videogame franchiseTomb Raider(1996, Core
Design).The mainprotagonistisLaraCroft,one of the firstvideogamestofeature a female
protagonistinlate 1990’s. Releasedin1996 the game wasmet withcritical acclaimbymany critics
and gamersalike,there are some issuessurroundinggenderstereotypesconsistentwiththe time
periodof the games release.
In the Tomb Raiderfranchise LaraCroftis depicted asa sexyheroin withaperfecthourglassfigure
and ratherlarge ‘assets’,whichwasa typical genderstereotype forthe time period.Thistrend
continuedintoeachsubsequententryintothe TombRaiderfranchise.
However, in2013 Lara Croftwas redesigned (Seehere forwebarticle) inanefforttomake the
character more ‘human’this resultedindrasticdifference fromwhatgamersexpected.Thiscouldbe
indicative of achange inthe videogame market. Atthe time of Dietzresearchin1998 manyvideo
gamesdidnot feature femaleprotagonists,butthose statisticshave shiftedsignificantly,one could
argue that the researchisnotrelevanttothe issue of genderportrayal.
Sexisminvideogamesisaprominentissue today.There are numerousexamples (e.g.GrandTheft
AutoV,Halo 5) of videogamesthathave depictedsexismagainstwomen causingcontroversyinthe
industry,howeversexisminvideogamesisnotjustconfinedtoonlywomen.Considerthatmencan
alsobe victimsof sexismbutsadlysexismagainstmenisoftennottakenseriouslybysociety,video
gamesare oftenguiltyof sexismagainstmen.
Modernand classicvideogameshave beenknownto depictmenas masculine andsocially
dominant.(See examplesabove) Inrealitynotall menare masculine andsociallydominantas
depictedinthese videogames,thiscreatesa potentiallyharmful stereotype.Sexismcanbe justas
harmful towardsmenas women.
A studyby Fox andTang (2014) examinedthe role of conformitytomasculinenormsandsocial
dominance. The studywasconductedthroughthe use of an online anonymoussurveywhichranked
responsestovariousquestionsonthe VideoGamesSexismScale (i.e.greatersexistbeliefsabout
womenandgaming). Manyvideogamesrepresentgenderswithinthe normsof social dominance,in
mostcases malesare oftenportrayedasdominantwiththe desire forpoweroverwomenandthe
needforheterosexual outwardprojection.
However, Behm-MorawitzandMastro(2009) researchedgenderrolesinvideogames theyused
BusseyandBandura’s(1999) study as a baseline, 3focusgroupsplayeda selectionof video games,
each groupwas assigneda“sexualised”heroine,non“non-sexualised”heroineandthe otherdidnot
playany videogames.
The resultsof the study(viaonline questionnaire)foundthatfemaleself-efficacywasnegatively
affectedby gameplaywithasexualisedfemale characterandsuggestthatplayingassexualised
characters can influencereal worldperceptionsof women.
There isprecedence toargue that sexistgamescontributetowardssexistattitudesof some gamers.
Extremelysexualisedfemale’scharactersandthe overuseddamselindistresstropesinmodernand
classicgameshave contributedtothe misrepresentationof femalesinthe real worldasreferenced
inthe studybyBreuer(2015) et al.
Interestinglythe exposure of over sexualisedormisrepresentedgenderscontributestothe issue of
GenderRole Portrayalsinmediaandthe social expectationof gendersfromthe rolestheytake in
society.Societyhasworkedhardtomove past sexismandthese games cancontribute tobringing
these issuesbackcausingheateddiscussion.
Reference List
Dietz,T.L.(1998) An examination of violenceand genderrole portrayalsin video games:Implications
forgendersocialization and aggressive behaviour.“Sex Roles”38(5-6) pp. 425-442
Fox,J.L. & Tang,W.Y. (2014) Sexismin onlinevideo games:Therole of conformity to masculine
normsand social dominanceorientation.“ComputersinHumanBehaviour”33 pp.314-320
Harper,T. & Tomkinson,S.(2015) The position of women in video gameculture: Perez and Day's
Twitter Incident.“Continuum-Journal Of Media&Cultural Studies”29(4) pp.617-634
Breuer, J.&Festl, R.& Kowert, R.& Quandt.T. (2015) SexistGames=SexistGamers?A Longitudinal
Study on the Relationship Between Video Game Useand Sexist Attitudes.“CyberPsychology
BehaviourandSocial Networking”18(4) pp. 197-202
Banks,J. & Consalvo,M.& Martey, R.M. & Stromer-Galley,J. &Wu, J.S.(2014) The strategicfemale:
gender-switching and playerbehaviorin online games.“InformationCommunication&Society”
17(3), pp. 286-300
Behm-Morawitz,E.& Mastro, D. (2009) The Effectsof the Sexualization of FemaleVideo Game
Characterson Gender Stereotyping and FemaleSelf-Concept.61(11-12),pp. 808-823
Dill, K.E.& Thill, KP.(2007) Video gamecharactersand the socialization of genderroles: Young
people'sperceptionsmirror sexistmedia depictions.57(11-12), pp. 851-864
http://www.polygon.com/features/2015/7/10/8925285/the-reconstruction-of-lara-croft-rise-of-the-
tomb-raider

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An in-depth look into Gender Role Portrayals

  • 1. An in-depth look into Gender Role Portrayals In Video Games How womenare portrayedinVideoGamesisoftenahot topicamongcritics, academicsand gamers alike.There isevidence tosupportthe argumentsmade byeachparty,thisarticle will take an in- depthlookintothese differingperspectivesinanattempttosiftthroughthe irrelevanciesandtackle the core issue of the topic. Dietz(1998) wrote an article thattried to tackle the issue of genderportrayal throughusingsamples of 33 popularNintendoandSegaGenesisvideogames.Dietzproposedthatvideogamescanbe attributedtothe impactof children’sidentitythroughgenderrolesandhow women are portrayed invideogames. Dietz(p.425) foundthat in 41% of the gamesusedinthe studydidnotinclude any female characters,furthermore28%of those gamesportrayedwomenassex objects. The article alsofoundthat nearly80% of the sample gamesincludedthe use of aggressionand violence toachieve the objective,whilealmost27% of the games containedsociallyacceptable aggressionandinsome gamesviolence wasdepictedagainstwomen. However, there isone interestingcase withthe videogame franchiseTomb Raider(1996, Core Design).The mainprotagonistisLaraCroft,one of the firstvideogamestofeature a female protagonistinlate 1990’s. Releasedin1996 the game wasmet withcritical acclaimbymany critics and gamersalike,there are some issuessurroundinggenderstereotypesconsistentwiththe time periodof the games release. In the Tomb Raiderfranchise LaraCroftis depicted asa sexyheroin withaperfecthourglassfigure and ratherlarge ‘assets’,whichwasa typical genderstereotype forthe time period.Thistrend continuedintoeachsubsequententryintothe TombRaiderfranchise. However, in2013 Lara Croftwas redesigned (Seehere forwebarticle) inanefforttomake the character more ‘human’this resultedindrasticdifference fromwhatgamersexpected.Thiscouldbe indicative of achange inthe videogame market. Atthe time of Dietzresearchin1998 manyvideo gamesdidnot feature femaleprotagonists,butthose statisticshave shiftedsignificantly,one could argue that the researchisnotrelevanttothe issue of genderportrayal. Sexisminvideogamesisaprominentissue today.There are numerousexamples (e.g.GrandTheft AutoV,Halo 5) of videogamesthathave depictedsexismagainstwomen causingcontroversyinthe industry,howeversexisminvideogamesisnotjustconfinedtoonlywomen.Considerthatmencan alsobe victimsof sexismbutsadlysexismagainstmenisoftennottakenseriouslybysociety,video gamesare oftenguiltyof sexismagainstmen. Modernand classicvideogameshave beenknownto depictmenas masculine andsocially dominant.(See examplesabove) Inrealitynotall menare masculine andsociallydominantas depictedinthese videogames,thiscreatesa potentiallyharmful stereotype.Sexismcanbe justas harmful towardsmenas women. A studyby Fox andTang (2014) examinedthe role of conformitytomasculinenormsandsocial dominance. The studywasconductedthroughthe use of an online anonymoussurveywhichranked responsestovariousquestionsonthe VideoGamesSexismScale (i.e.greatersexistbeliefsabout womenandgaming). Manyvideogamesrepresentgenderswithinthe normsof social dominance,in mostcases malesare oftenportrayedasdominantwiththe desire forpoweroverwomenandthe needforheterosexual outwardprojection.
  • 2. However, Behm-MorawitzandMastro(2009) researchedgenderrolesinvideogames theyused BusseyandBandura’s(1999) study as a baseline, 3focusgroupsplayeda selectionof video games, each groupwas assigneda“sexualised”heroine,non“non-sexualised”heroineandthe otherdidnot playany videogames. The resultsof the study(viaonline questionnaire)foundthatfemaleself-efficacywasnegatively affectedby gameplaywithasexualisedfemale characterandsuggestthatplayingassexualised characters can influencereal worldperceptionsof women. There isprecedence toargue that sexistgamescontributetowardssexistattitudesof some gamers. Extremelysexualisedfemale’scharactersandthe overuseddamselindistresstropesinmodernand classicgameshave contributedtothe misrepresentationof femalesinthe real worldasreferenced inthe studybyBreuer(2015) et al. Interestinglythe exposure of over sexualisedormisrepresentedgenderscontributestothe issue of GenderRole Portrayalsinmediaandthe social expectationof gendersfromthe rolestheytake in society.Societyhasworkedhardtomove past sexismandthese games cancontribute tobringing these issuesbackcausingheateddiscussion. Reference List Dietz,T.L.(1998) An examination of violenceand genderrole portrayalsin video games:Implications forgendersocialization and aggressive behaviour.“Sex Roles”38(5-6) pp. 425-442 Fox,J.L. & Tang,W.Y. (2014) Sexismin onlinevideo games:Therole of conformity to masculine normsand social dominanceorientation.“ComputersinHumanBehaviour”33 pp.314-320 Harper,T. & Tomkinson,S.(2015) The position of women in video gameculture: Perez and Day's Twitter Incident.“Continuum-Journal Of Media&Cultural Studies”29(4) pp.617-634 Breuer, J.&Festl, R.& Kowert, R.& Quandt.T. (2015) SexistGames=SexistGamers?A Longitudinal Study on the Relationship Between Video Game Useand Sexist Attitudes.“CyberPsychology BehaviourandSocial Networking”18(4) pp. 197-202 Banks,J. & Consalvo,M.& Martey, R.M. & Stromer-Galley,J. &Wu, J.S.(2014) The strategicfemale: gender-switching and playerbehaviorin online games.“InformationCommunication&Society” 17(3), pp. 286-300 Behm-Morawitz,E.& Mastro, D. (2009) The Effectsof the Sexualization of FemaleVideo Game Characterson Gender Stereotyping and FemaleSelf-Concept.61(11-12),pp. 808-823 Dill, K.E.& Thill, KP.(2007) Video gamecharactersand the socialization of genderroles: Young people'sperceptionsmirror sexistmedia depictions.57(11-12), pp. 851-864 http://www.polygon.com/features/2015/7/10/8925285/the-reconstruction-of-lara-croft-rise-of-the- tomb-raider