Sexism in Video Games : An Analysis of the Medium, Culture and Industry

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Authors
Husar, Jon
Issue Date
2013
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Thesis
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en_US
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Abstract
The unfortunate truth behind the medium of video games is the fact that many games are sexist, the culture surrounding them is sexist, and the trend is part of the industry itself. Unrealistic representations of women are rampant, providing an archetype similar to that of a blow-up doll, which, to say the very least, is obscene and absurd. Within the past couple of years, however, there has been an outcry from consumers, online bloggers, and journalists demanding that developers start representing women in a more realistic manner, from their proportions to their personalities, which are ·overshadowed by male characters or even just minimal or nonexistent. However, the motivating forces behind this issue, like any social issue, are multi-faceted and complex. No one, clear culprit can be blamed, which in turn makes the problem so difficult to pinpoint and eliminate. However, these analyses of game narratives and character designs, gamer culture, and gender-discrimination in the industry attempt to identify and therefore help eliminate the gender inequity that is ubiquitous within all facets of the medium. In order to offer a fair and honest analysis of the current state of game design as well as the development of the medium throughout its existence, samples from multiple genres of games from the total timespan of games were taken. In regards to the culture, statistics pertaining to multiple demographic fields were used in order to provide a realistic representation of the literal gender divide amongst garners, as well as to provide a contrast to the prevalent discrimination that occurs on a social level towards women who play video games. In addition to this, anecdotal evidence was used to provide a more personal sampling of attitudes and experiences of sexism from female garners. That said, the collection of these analyses is with my hope to elucidate the manner in which female garners and professionals within the industry in order are ostracized and to help the push for gender equality within the medium through the critique of the underlying causes.
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38 p.
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U.S. copyright laws protect this material. Commercial use or distribution of this material is not permitted without prior written permission of the copyright holder. All rights reserved.
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