Throughout the evolution of video games, there have been assumptions on how they benefit or denigrate culture through knowledge and violence. In the essay “Dream machines,” Will Wright keys in on the point of video games and how they benefit the culture. He argues that video games are only viewed in a negative light by society due to the assumption by elders that “they’re violent, addictive, childish, and worthless” (Wright 211). By using opinionated evidence that is very biased and tech user friendly, Wright creates an unintentional barrier between him and his intended audience.…
This shows that Video games franchises like ‘Tomb Raider’ are favorable by the male audiences due to the characters being so overly sexualized which grab their attention of these thirsty men. There are men out there that would spend their cash on games because ‘there 's a really hot chick in it’’. In the end sex does sell, most consumers would be attracted to video games with these sort of features. Compared to the female point of view of these unfair sexual representations, they would offer the same opinion as the male and prefer to choose something more sexier and feminine. Other video games without over sexualized female characters don’t gain much popularity compared to games with sexbomb characters like ‘Tomb Raider’ , ’Metroid’, or ‘final fantasy’.…
In this series, Sarkeesian utilizes many sociological and feminists theories to analyze female tropes in pop culture media (in this case, video games), highlighting how these tropes contribute to harmful and sexist towards women. Many others (i.e. gender activists and feminists) believe that 'harmful' tropes and stereotypes of women in video games can alter the perspectives of male…
Artifact #3 - Article about Interactive Assault Harassment The third artifact is an article that addresses the misogyny in the video game called "Beat up Anita Sarkessian". Sarkessian started a campaign with a purpose to end sexism in video games, in response a man from northern Ontario created an online game that allows the players to strike Sarkessian 's face. The video game was taken down the day after its initial release but Sarkessian continued to face harassment. The harassment can create a hostile environment for a person trying to stand up against sexism.…
Images of women are ubiquitous and pervasive to such a degree that their deeper implications and reflections of the world that they occupy cannot be ignored. Images of women cannot and do not stand alone; they must be examined in a cultural context and through a feminist framework to be fully understood. Some feminist theorists argue that portrayals of women are inherently objectifying, positioning woman as a thing to be viewed rather than as a being in and of herself. These images exist solely for the visual pleasure of men. In this line of thought, practices of adornment are detrimental to the woman, evidence that she views herself as an object and as such subscribes to a gender hierarchy by which men are placed in positions of social, intellectual,…
Sarah Projansky states, “All (…) is part of the spectacularization of girlhood in turn-of-the-twenty-first-century media culture: the discursive production and social regulation of the girl as a fabulous and/or scandalous object on display.” (p.6). The author interrogates the relationship established by the media between girls and celebrity by theorizing it as one of the specteculrization. She argues that the depiction of girl celebrity shapes our understanding of girlhood and celebrity respectively and how they are made spectatcular within media culture.…
Ultimate Violence Simulator In no other period of time has there been such exposure to violence as there is today. The world has, long before been consumed by such hatred and acrimony however, it was never praised to children and young ones for the sheer fun of it, but rather to protect something they loved and cared for. Over the decades, human society has begun to expose more violent media to the young masses with acts of entertainment such as movies and TV shows, but within the last few decades the rise of an interactive violence media known as video games has ascended to the public.…
Prior to the turn of the millennium, video games were practically spat upon by those in “high-art” circles. Seen as mindless time killers, barely worth a mention, they were isolated from discussion for the better part of a quarter century. However, as years passed and technology evolved, the medium as a whole evolved with it. Development tools became more accessible to the masses, providing any person with an idea to tell a story that pushes the boundaries of the medium and of art itself. Despite these clear evolutions, there are still vocal societies that condemn calling a video game ‘art’.…
The book Feminism for Everybody by the author Bell Hooks gives a clear idea to the reader about what feminism is, the history of the feminist movement, and what people think of feminism. The way the author has written this books gives the readers a different perspective on the feminist theory. What feminism? To answer this question, we must first establish a commonality in language: namely, what is feminism? Feminism could be defined as a person who supports females, or as a movement that would end sexism, and oppression.…
This advertisement also indicates that both men and women attain power and authority in this video game, just as they do in actual U.S. military matters. As a society, we carry these cultural codes and understandings of life over to our exposure to media productions, which generates meaning within…
Video game popularity is rising each year. But with all the popularity people are noticing how few of games portray a leading female role. Even if a female character has a leading role, almost all of the females are portrayed with fantasy body types to draw in a crowd. These women characters deserve to have a chance to entertain gamers just like any other male character, but it doesn’t have to be where their body is drastically overhauled to look fake. These things degrade females not only in the game, but it can have an affect on what happens outside the game.…
A world filled with fantasies and pleasure that the real world can’t give you. Jane is an incredible person she creates her own video games and she has written many of her own books. She is a world-renowned designer of an alternate reality, she believes that “game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize” (McGonigal pg.1). For example, the author Jane McGonigal, wrote “Be a Gamer, Save the World,” published on January 22, 2011, in the Wall Street Journal, and she argues that we all think that playing video games is a way to escape reality, but gamers could change the world. Jane McGonigal effectively uses statistics and facts, and she successfully uses ethos and logos…
What about Women? An English writer and women’s rights advocate, Mary Wollstonecraft, believes “virtue can only flourish between equals” (Wollstonecraft 61). The gender gap between men and women in many areas of our society is a growing concern. There have been many examples of mistreatment of women and stereotyping in well-known literary pieces from the past, which formed a base for this oppression and inequality seen today.…
This led to a decrease in empathy amongst participants. This came from the participants being more tolerant of sexual harassment amongst females and females being more likely to view themselves as sex objects as a result of the game. The researchers built upon similar previous research by expounding on the question of how identification with the game character in violent sexist games affected the participant’s empathetic attitudes toward female violence victims. The results showcased that the research was conclusive with previous research revealing that video games have the ability to desensitize individuals as well as reinforce masculine beliefs to…
However, the popularity of this game does not do anything to change the way women are treated in the game. “The underrepresentation and exploitation of women in gaming culture leads to serious steps backward for gender equality.” (Sherman, 2014) For a game with so much impact…