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VGOP #17 - Results!


glasfen
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All right. Let's get down to business.

Here's the last poll question and the votes:

VG Opinion Poll #17

In video games, are gender roles more stereotypical or modern*?

a. Stereotypical- 10 votes (100%) - A clear victory.

b. Modern - 0 votes

*meaning respected equally

Suffice it to say, those that voted agreed with the underlying premise of the poll. Granted, this is not a very scientific study. For example, I don't think a single woman voted!

Obviously, the data is skewed but, if the guys who replied were being honest, it's a good indication that there is hope that the industry may move away from gender stereotypes and objectifying women.

As promised (thank you KF for your comments and inspiration), here are some actual studies on the subject:

1. Dill, Karen E., and Thill, Kathryn P. (2007) Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions. Sex Roles, 57(11-12), pp. 851-864.

Abstract: Video game characters are icons in youth popular culture, but research on their role in gender socialization is rare. A content analysis of images of video game characters from top-selling American gaming magazines showed male characters (83%) are more likely than female characters (62%) to be portrayed as aggressive. Female characters are more likely than male characters to be portrayed as sexualized (60% versus 1%), scantily clad (39% versus 8%) and as showing a mix of sex and aggression (39 versus 1%). A survey of teens confirmed that stereotypes of male characters as aggressive and female characters as sexually objectified physical specimens are held even by non-gamers. Studies are discussed in terms of the role media plays in socializing sexism.

2. Ogletree, Shirley Matile, and Drake, Ryan. (2007) College Students' Video Game Participation and Perceptions: Gender Differences and Implications. Sex Roles, 56(7-8 ), pp. 537-542.

Abstract: As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.

3. Hartmann, T., and Klimmt, C. (2006) Gender and computer games: Exploring females' dislikes. Journal of Computer-Mediated Communication, 11(4), article 2. http://jcmc.indiana.edu/vol11/issue4/hartmann.html

Abstract: On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents' (N=317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N=795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.

4. Dietz, Tracy L. (1998 ) An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5-6), pp. 425-442.

Abstract: Using content analysis, this research examines the portrayal of women and the use of violent themes in a sample of 33 popular Nintendo and Sega Genesis video games. It is proposed that video games, like other media forms, impact the identity of children. This analysis reveals that traditional gender roles and violence are central to many games in the sample. There were no female characters in 41% of the games with characters. In 28% of these, women were portrayed as sex objects. Nearly 80% of the games included aggression or violence as part of the strategy or object. While 27% of the games contained sociallyacceptable aggression, nearly half included violence directed specifically at others and 21% depicted violence directed at women. Most of the characters in the games were Anglo.

Also interesting:

- Casual Games and Gender

- Gender-Bending Games

- Videogames Gender Balance

Thanks for voting!

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