In the United States over 58% of Americans play video games; 52% are male and 48% are female. When the video game industry started marketing towards the everyday family it was mostly towards boys and young men. They were considered …show more content…
These stories are so severe and so numerous that families will not only stop young girls from playing video games but will also convince them that there is no place for them in the workforce. Girls who could bring huge advances to the industry are convinced to find different interests; if they manage to follow their passions and join the industry, there will always be an underlying fear that they will have the same fate as Quinn, Wu and Sarkeesian. This results in a lack of diversity and put a negative light on the video game industry making it harder for people to experience new forms of entertainment.
In conclusion the evidence is overwhelming sexism and the portrayal of women in the video games industry is creating a culture that degrades and oppresses women. Video games now span a larger audience, but the number of female role models in inversely proportionate. The few role models out there for girls interested in the industry are ridiculed and forced from their own homes. Sexism in the media is negative to society in the long run and video games are a type of media. As such video games need to change their views on women just like any other form of