User:ZxW26/Gender representation in video games
Development of woman characters under the male gaze
The sexualization of women in video games under the male gaze is a problematic part of the development of female characters in video games. Woman characters have often been portrayed in ways that emphasize their physical appearance and sexuality, often at the expense of their personality and agency. sexualization of women in video games perpetuates harmful gender stereotypes and contributes to a culture of objectification and misogyny.
The problem of sexualization in video games is particularly acute in the context of the gaming industry, which has traditionally been dominated by men. This has led to a lack of diversity in game development, resulting in games that often cater to male audiences and reinforce traditional gender roles and stereotypes. Female game developers and other industry professionals are often excluded from the development process, resulting in games that fail to accurately represent women and other marginalized groups.
One of the most common ways that women are sexualized in video games is through the use of revealing clothing and exaggerated body proportions that are in favor to men. Female characters in games are often portrayed with large breasts, slim waists, and curvy hips, emphasizing their sexual appeal rather than their skills, abilities, or personality traits. This can create unrealistic expectations of how women should look and behave, leading to body image issues and other psychological problems.
The sexualization of women in video games can also have negative effects on players, particularly on young players who may internalize these stereotypes and attitudes. Studies have shown that exposure to sexualized images of women can lead to increased acceptance of sexual harassment and other forms of gender-based violence. It can also create a hostile environment for female gamers, who may be subjected to online harassment, exclusion from gaming communities, and unequal treatment in gaming competitions.
Despite these harmful effects, many game developers continue to sexualize women in their games, arguing that it is simply a matter of artistic expression or catering to the desires of their male audience. However, there is growing awareness within the gaming industry that the sexualization of women in video games is not only morally problematic, but also bad for business. Studies have shown that games that accurately represent women and other marginalized groups are more successful and have a broader appeal than those that rely on stereotypes and sexualization.[1]
Examples
Lara Croft in Tomb Raider:[2]Lara Croft is perhaps one of the most well-known examples of a sexualized female character in video games. In the original Tomb Raider games, Lara was portrayed with exaggerated body proportions and scantily-clad clothing that emphasized her sexuality rather than her skills as an adventurer.
Ivy Valentine in Soulcalibur[3]: Ivy Valentine is a character in the fighting game series Soulcalibur, known for her revealing clothing and provocative fighting style. She is often portrayed in suggestive poses and has been criticized for perpetuating harmful stereotypes of hypersexualized women.
Street Fighter V [4] : Street Fighter V received backlash for releasing a downloadable costume for its character, Cammy, which featured a swimsuit that revealed a large portion of her body. Critics argued that this costume was unnecessary and contributed to the objectification of women in the game. The male characters also portray toxic masculinity where their body structures are exaggerated
Representation of LGBTQ groups
One common trope in video games is the portrayal of LGBTQ characters as one-dimensional stereotypes, such as overly effeminate gay men or butch lesbians. This type of representation can be harmful, as it perpetuates negative stereotypes and reinforces harmful gender norms. Additionally, many games have been criticized for including LGBTQ characters only as minor side characters, rather than as fully developed protagonists or central characters.
However, there have been some notable examples of positive representation of LGBTQ characters and groups in video games. One example is the popular game Life is Strange [5], which features a main character, Max, who is bisexual. Max's sexuality is an important aspect of her character development, and the game explores the challenges she faces as a result of her sexuality.
Another example of positive representation can be seen in the game The Last of Us Left Behind, which features a lesbian romance between the game's two main female characters. The relationship is portrayed in a natural and realistic way, and is an important aspect of the game's storyline.
In addition to individual characters, some games have also included LGBTQ-inclusive storylines or themes. For example, the game Stardew Valley allows players to choose to romance characters of any gender, and includes same-sex marriages as a possibility.
The game Life is Strange features a complex and realistic portrayal of a lesbian relationship between the game's two female protagonists. The relationship is not reduced to sexual fantasies for male players, but is instead portrayed as a meaningful and important aspect of the characters' lives.[6]
While there is still much progress to be made in terms of LGBTQ representation in video games, these examples demonstrate that positive representation is possible and can have a meaningful impact on players.
LGBTQ characters under the male gaze
The representation of lesbian characters in media, including video games, has often been influenced by the male gaze, which can lead to problematic and objectifying portrayals. In video games, lesbian characters have often been depicted through the male gaze, as a way to appeal to a heterosexual male audience. This can result in the objectification of lesbian characters, as their relationships and identities are reduced to sexual fantasies for male players.
One common trope in video games is the depiction of lesbian characters as overly sexualized and for the pleasure of male players. This can be seen in games such as Mortal Kombat, [7] which features female characters in revealing clothing and suggestive poses. While some of these characters are explicitly identified as lesbians, their sexuality is often used as a way to further objectify them and make them appealing to male players.
Another issue with the representation of lesbian characters in video games is the lack of agency and depth given to their relationships. In some games, lesbian characters are presented as one-dimensional and their relationships are not fully developed. This can contribute to the harmful stereotype that lesbian relationships are solely about sexual attraction and do not involve emotional connections or depth.[8]
Impact of gender representation in video games on children
Gender stereotypes
Gender-specific themes and activities:
Sexist video games often reinforce gender stereotypes by presenting gender-specific themes and activities. Games marketed exclusively to girls often involve fashion, make-up, caregiving, or relationship management, while games aimed at boys focus on action, sports, cars, and competition. This approach perpetuates the notion that certain interests and activities are suitable for specific genders, limiting the range of experiences and reinforcing traditional gender roles.[9]
For example, "Fashion Designer" or "Makeover" games [10] targeted at girls emphasize appearance and reinforce societal expectations of beauty standards, suggesting that girls should prioritize their appearance and adhere to traditional feminine ideals. On the other hand, "Racing" or "Shooter" "Math" games aimed at boys emphasize aggression, risk-taking, and competitiveness, reinforcing stereotypes of male dominance and strength.[11]
Narrow representation and lack of diversity:
Sexist video games that target specific genders often feature narrow representations and lack diversity in characters and narratives. By limiting the experiences and perspectives represented in these games, they contribute to the marginalization of underrepresented genders and reinforce the idea that gaming is primarily for one gender.
For instance, games exclusively targeted at girls may depict predominantly white, thin, and conventionally attractive female characters, excluding diverse body types, ethnicities, and experiences. This lack of representation sends a message that girls who do not fit these narrow standards are not valued or important in gaming.[12]
Impact on self-perception and identity:
Gender-specific video games can have a significant impact on children's self-perception and identity development. When games reinforce gender-specific interests and activities, children may internalize these messages, feeling pressured to conform to traditional gender roles and expectations. This can lead to self-limiting beliefs and restrict their exploration of diverse interests and talents.[13]
For example, girls who primarily play games focused on beauty and fashion may come to believe that their value lies solely in their appearance, potentially impacting their self-esteem and limiting their aspirations. Similarly, boys who exclusively engage with games emphasizing aggression and competition may perceive these traits as essential for their masculinity, potentially reinforcing toxic behaviors and limiting their emotional expression.
Social influences
gender roles in video games can influence children's social behavior and interactions with others. Children may learn gender-specific social skills and behaviors from video games that can affect their relationships with peers and adults. For example, games that portray male characters as aggressive and dominant may encourage boys to exhibit similar behaviors in their interactions with others. In contrast, games that depict female characters as cooperative and empathetic may encourage girls to adopt similar behaviors in their social interactions. These gendered socialization processes can perpetuate gender inequality and limit children's ability to develop healthy relationships with individuals of different genders.
The impact of gender roles in video games is not limited to reinforcing stereotypes and objectifying women. Video games can also have an impact on children's attitudes towards gender and gender identity. For example, a study published by Tracy L. Dietz about “ Gender Socialization and Aggressive [14] found that playing video games with gender-nonconforming characters led to increased acceptance of non-traditional gender roles among children. This suggests that video games have the potential to be a positive influence on children's attitudes towards gender identity and gender expression.
gender roles in video games can have implications for children's academic and career aspirations. Research has shown that children's exposure to gender stereotypes in media can impact their career choices and academic performance. [15]Video games that reinforce gender stereotypes and limit representations of diverse gender identities can limit children's exposure to alternative career paths and opportunities. Additionally, children may internalize gender stereotypes that impact their academic performance, leading to lower self-esteem, reduced motivation, and underachievement in academic settings.
The Influence of Toxic Masculinity on Children in Video Games
Reinforcement of aggressive behavior:
Many video games feature male characters who embody toxic masculinity traits, such as excessive aggression and violence. These characters often serve as role models for players, particularly children, who may internalize and emulate their behavior.
For example, the "Call of Duty" . https://www.callofduty.com/blackops series is known for its hyper-masculine portrayal of soldiers engaged in intense combat. The game's focus on aggressive tactics and the glorification of violence can reinforce the idea that aggression and dominance are desirable traits for males. Children who play these games may come to view aggression as a normative and expected behavior, potentially leading to aggressive tendencies in their real-life interactions.
Suppression of emotions:
Toxic masculinity in video games often promotes the suppression of emotions and discourages vulnerability. Male characters are frequently depicted as emotionally stoic, avoiding displays of vulnerability or sensitivity. This can create a damaging notion that expressing emotions is a sign of weakness.
An example can be found in the "God of War" series, where the protagonist, Kratos, embodies stoicism and emotional detachment. Kratos rarely shows vulnerability, instead relying on violence and anger as his primary means of problem-solving. Children who identify with these characters may be influenced to suppress their own emotions, leading to difficulties in expressing themselves and developing healthy emotional intelligence.
Limited notions of masculinity:
Toxic masculinity in video games often presents a narrow and limited definition of what it means to be a man. This can restrict children's understanding of masculinity and create pressures to conform to rigid gender expectations.
For instance, sports-based games, such as the "FIFA" or "Madden NFL" series, primarily focus on physical strength and athletic prowess. While athleticism is valuable, the exclusive emphasis on these traits can overlook other aspects of masculinity, such as emotional intelligence or nurturing qualities. This limited portrayal of masculinity can create challenges for children who do not align with these narrow ideals, leading to feelings of inadequacy or exclusion.
Examples of children’s video games:
"Super Mario" series: The portrayal of Princess Peach as a damsel in distress and Mario as the heroic rescuer reinforces traditional gender roles where women are often depicted as helpless and in need of saving.https://www.youtube.com/watch?v=TnGl01FkMMo
"The Legend of Zelda" series: The character of Zelda is often portrayed as a passive princess in need of rescue, while the protagonist, Link, embodies traditional masculine traits of bravery and heroism. This can reinforce gender stereotypes and expectations. https://www.zelda.com
"Call of Duty" series: First-person shooter games like "Call of Duty" predominantly feature male protagonists engaging in combat and violence, reinforcing the stereotype that strength and aggression are primarily masculine traits. https://www.callofduty.com/blackops
"The Sims" series: Although players have the ability to create and customize characters, the default gender roles and interactions in "The Sims" can reflect traditional norms, such as men being the breadwinners and women being homemakers. This can subtly reinforce gender stereotypes. https://www.ea.com/games/the-sims
Violence towards woman from different angles
[edit]The portrayal of women as victims:
[edit]One prevalent form of violence against women in video games is the portrayal of female characters as helpless victims. This often involves scenarios where women are in need of rescue or protection by male protagonists. Such narratives reinforce gender power dynamics and perpetuate the idea that women are passive and dependent on men.[16]
An example of this portrayal can be found in the "Resident Evil" series, where female characters, such as Jill Valentine or Claire Redfield, often find themselves in vulnerable situations, relying on male characters to save them. These portrayals can reinforce the notion of women as weak and in constant need of male intervention, limiting their agency and perpetuating harmful stereotypes.
Sexualized violence:
[edit]Another concerning aspect is the depiction of sexualized violence against women in video games. This includes explicit scenes or storylines where female characters are subjected to sexual assault, harassment, or objectification. Such portrayals contribute to a culture that normalizes and trivializes violence against women.
The game "Tomb Raider" faced criticism for its early iterations, where the protagonist, Lara Croft, was often subjected to sexualized violence. [17]The marketing and advertising of the game emphasized Lara's physical appearance, objectifying her as a sexualized icon rather than focusing on her agency and capabilities as an adventurer.[18] While the series has evolved to present a more nuanced portrayal of Lara, early iterations contributed to the objectification and commodification of women.
Stereotypical portrayals and reinforcement of gender roles:
[edit]Many video games reinforce traditional gender roles and stereotypes, depicting women as submissive, sexual objects or as prizes to be won. These portrayals not only contribute to the objectification of women but also perpetuate harmful notions of gender roles and expectations.
The "Grand Theft Auto" series has faced criticism for its depiction of women as sexual objects and targets of violence.[19] Female characters are often marginalized, serving as background decoration or engaging in stereotypical roles such as sex workers or damsels in distress. Such portrayals reinforce harmful gender stereotypes and contribute to a culture that devalues and objectifies women.
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[edit]References
[edit]- ^ Near, Christopher E (2013-02). "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games". Sex Roles. 68 (3–4): 252–269. doi:10.1007/s11199-012-0231-6. ISSN 0360-0025. PMC 3586322. PMID 23467816.
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(help)CS1 maint: PMC format (link) - ^ "TR25 Fan Spotlight: Lara Croft PT - Tomb raider Blog". 2021-02-12. Retrieved 2023-05-15.
- ^ "Ivy". Soulcalibur Wiki. Retrieved 2023-05-15.
- ^ "Street Fighter V: Champion Edition | CAPCOM". us.streetfighter.com. Retrieved 2023-05-15.
- ^ "Life is Strange: True Colors | SQUARE ENIX". lifeisstrange.square-enix-games.com. Retrieved 2023-05-16.
- ^ DelGreco, Marina (2021-08-03). "Life is Strange: Every LGBTQ+ Character in the Franchise". Game Rant. Retrieved 2023-05-16.
- ^ "1". Mortal Kombat 30th Anniversary. Retrieved 2023-05-16.
- ^ Felmlee, Diane; Orzechowicz, David; Fortes, Carmen (2010-02). "Fairy Tales: Attraction and Stereotypes in Same-Gender Relationships". Sex Roles. 62 (3–4): 226–240. doi:10.1007/s11199-009-9701-x. ISSN 0360-0025. PMC 2844533. PMID 20352053.
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(help)CS1 maint: PMC format (link) - ^ LimBloggerDecember 08, Nathan; 2014 (2014-12-08). "Gender Roles in Video Games: The Importance of Characterization and it". Game Developer. Retrieved 2023-05-16.
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has numeric name (help)CS1 maint: numeric names: authors list (link) - ^ "Fashion Games - Free online Games for Girls - GGG.com". girlsgogames.com. Retrieved 2023-05-16.
- ^ "Boys Games Online (FREE)". www.play-games.com. Retrieved 2023-05-16.
- ^ Slater, Amy; Halliwell, Emma; Jarman, Hannah; Gaskin, Emma (2017-09). "More than Just Child's Play?: An Experimental Investigation of the Impact of an Appearance-Focused Internet Game on Body Image and Career Aspirations of Young Girls". Journal of Youth and Adolescence. 46 (9): 2047–2059. doi:10.1007/s10964-017-0659-7. ISSN 0047-2891. PMC 5561163. PMID 28316057.
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(help)CS1 maint: PMC format (link) - ^ Christoph, Klimmt; Dorothée, Hefner; Peter, Vorderer (2009-11). "The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception". Communication Theory. 19 (4): 351–373. doi:10.1111/j.1468-2885.2009.01347.x.
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(help) - ^ Dietz, Tracy L. (1998). "[No title found]". Sex Roles. 38 (5/6): 425–442. doi:10.1023/A:1018709905920.
- ^ Christoph, Klimmt; Dorothée, Hefner; Peter, Vorderer (2009-11). "The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception". Communication Theory. 19 (4): 351–373. doi:10.1111/j.1468-2885.2009.01347.x.
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(help) - ^ admin-dev (2021-03-26). "Women's representation in video games". Institut du Genre en Géopolitique. Retrieved 2023-05-16.
- ^ "Gender Struggles: Female Representation in Video Games - INKspire". 2020-05-30. Retrieved 2023-05-16.
- ^ "Game Studies - Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis". www.gamestudies.org. Retrieved 2023-05-16.
- ^ Hern, Alex (2013-09-18). "Grand Theft Auto 5 under fire for graphic torture scene". The Guardian. ISSN 0261-3077. Retrieved 2023-05-16.