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research project

Video games- gender and identity #4

My research paper is looking at the concept or perception of gender in video games and how socially construed gender roles have been projected in games. My paper will also look at gamers themselves as constructs of these gender issues seen in games.

One of the essays which further implement my ideas : “Shirts vs skins – Clothing as an indicator of of gender role stereotyping.” (Beasley and Standley) This essay looks at the ways in which a certain character is shown, to be more specific, how they are dressed and how much skin they show. They used the games from playstation console gaming systems and Nintendo 64. Their research showed that out of the total number of characters in these games ( 597) only 82 were women (13.74%). The research also shows that female characters showed more skin than male characters.

If I use the video I posted previously, I can back the theory the researchers of this essay are exploring- In my previous post, the author Stirling little states that video games make more money than movies or music. This means that there is a huge market and audience of games. This being said, the authors of the essay I am posting here state: “Children form schemata of what behaviors, attitudes, and clothing are appropriately masculine or feminine through accumulated experiences (Wroblewski & Huston, 1987). Video games are just one source of many for information about what is masculine or feminine.”  They also state that this theory is unknown at the time but I suggest that like any other media, video games do project and reflect what society thinks men and women should be like. of course this applies to how female characters behave but also how they look. I know that there are female character which are portrayed as strong and brave, but most are either portrayed as sex objects or meek damsels in distress.

The researcher found that : “Female characters are more likely to be seen in low-cut clothing and with bare arms than male characters, and nearly one half (41%) of all female characters were big busted. More important, nearly one third (31.03%) of the voluptuous women appeared in games rated E, which means that these games are suitable for even young children” ( Beasley and Standley) This essay shows, through intricate research that there is a massive misconception in the gaming industry on what should me feminine and masculine.



One thought on “Video games- gender and identity #4

  1. I recall this issue coming up in particular with a beach volleyball game a couple years ago.

    Posted by Alex Reid | June 17, 2013, 2:59 pm

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