Description: This article goes into the history of video games
and how storytelling originated. Men had a lot of free time hunting and gathering, so they
would tell each other stories. Women on the other hand weren’t as idle with taking care of
their families. The times have changed but the stories haven’t.
Author: Christina R. Glaubke, Patti Miller, McCrae A. Parker and Eileen Espejo
Year: 2001
Publication:Children Now
Description: 70 Video games finding traditional and stereotypical
portrayal of men and women in games
Results: 47% of men were competitors, 50% of women were bystanders
(not engaged in action). Women were hypersexualized with big breasts and very small waists.
Description: Influences for women in the video game world are
those designers and directors want to, “sleep with.” In order to connect with a female
character, according to this article, sex appeal is the first priority. This article delves
into the inspiration of game designers such as Deus Ex: Human Revolution and Final Fantasy
XIII-2.
Description: The author talks about her previous experience in
the online video game world. She would be objectified, harassed and stalked based on her gender.
She left the gaming world because of other interests, but is aware that the issue of sexism is
problematic.
Description: First part is a four-minute clip showing and
reviewing a commercial of a Playboy Playmate and a Nintendo controller. The other part goes
into the concept of “nerdcore.” According to this article, male gamers want females to accept
that they play video games rather than hiding it. They want gaming to be a part of American
culture, so they show females rubbing video game consoles all over their bodies.
Description: The purpose of the study was used to contribute to
understanding the portrayal of gender [and race] in video games. This study analyzed the
introductory/cinematic films of 12 contemporary games.
Results: There is an improvement as to women taking more dominant
roles in video games, however women are still represented as hypersexualized, and men are
represented as hypermuscular.
Description: This person believes that what people are calling sexist
is no way sexist. They go into logical discussions about the definition of sexism, and assumptions
VS facts about sexual discrimination. Also discussed is the female aesthetics in video games,
arguing because a woman is in a dress doesn’t mean she is sexist.
Description: The author believes the gaming industry isn’t sexist
but just simply juvenile and only sticks to the stereotypes to sell. They use sexism to gather
attention to its target audience, which is mostly the male population.
Description: Julie Ann Dawson is a well known in the role-play game
(RPG) scene, author The Doom Guardian, and owner and creator of Bards and Sages. She comments on
perceived sexism in RPG’s by saying, “I don’t think male gamers are more or less sexist than non-gamers.
Sexism is unfortunately still a large problem in our culture overall. It is not unique to gaming.
Have a pretty girl walk by a construction site in a mini-skirt and you’ll see that. For anyone to
imply that male gamers are somehow inherently more sexist than the rest of society smacks of
insincerity or naiveté.”
Description: The author goes into the behaviors of male gamers,
and experiences that some females had working in the gaming industry. One example is Swedish
Illustrator Lili Ibrahim who never experienced sexism. She quotes, “Maybe, it’s because I’ve
never really taken advantage of the fact that I’m female.” Also, many interviewees said that
choosing a female avatar didn’t have any consequences for gameplay.
Description: This article shows different points of views on sexism
in video games from different writers for the PALGN website. Some of the writers say that sexism
is to be expected because video games were built for males by males. According to Mark Marrow
(PALGN writer), “…people generally misperceive as being offensive despite games presenting various
art forms that have been acceptable way before gaming begun.”
Author: Leonard Reinecke, Sabine Trepte, & Kathrine-Maria Behr
Year: 2007
Publication: University of Hamburg, Institute of Social Psychology Von-Melle-Park 5. 20146 Hamburg / Germany
Description: This study interviewed 7 female players and their
motives and attitudes towards computer and video games. One part of the study focused on avatars,
and while there were limited choices for female avatars, one participant stated, “You know,
overall, I actually don’t care if it [the avatar] is male or female or handsome or not. It just
doesn’t matter to me.”