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SIT151 - Game Fundamentals | Gender Representation In Video Games

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Deakin University

   

Game Fundamentals (SIT151)

   

Added on  2020-03-01

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SIT151 - The following paper is based on Gender Representation in Video Game. The paper discusses the objectification of women in video games is an imitation of the status quo of the society. This report aims at pointing out other forms of popular culture that perpetrate similaracts that are vilified in video games. The report focuses on GTA because of its popularity well as controversy.

SIT151 - Game Fundamentals | Gender Representation In Video Games

   

Deakin University

   

Game Fundamentals (SIT151)

   Added on 2020-03-01

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Gender Representation in Video Games 1GENDER REPRESENTATION IN VIDEO GAMESby (Name)The Name of the Class (Course)Professor (Tutor)The Name of the School (University)The City and State where it is locatedThe Date
SIT151 - Game Fundamentals | Gender Representation In Video Games_1
Gender Representation in Video Games 2Thesis statementObjectification of women in video games is an imitation of the status quo of the society.IntroductionThe Grand Theft Auto (GTA) game series is one of the most successful video games ever developed, a fact that is well portrayed by popularity and revenue streams. In fact, GTA 4 broke the Guinness World Book of record to be the most revenue generating entertainment product within 24 hours (MGN Ltd., 2013). In the aspect of popular culture, GTA is more than just a video game. It is evident that the game is taken as a serious investment by its developers who invested a total amount of $160 M, an equivalent of the same amount that was used to make blockbuster box office movies such as the Fast and Furious (Fritz, 2013).However, amidst the frenzy and the financial success that the GTA video game enjoys, just like other action packed video games, is an equivalent load of backlash from many groups of people who do not subscribe to what the game ‘promotes’. An article by The Irish Times Ltd. reported that there were so many complaints about GTA, citing its promotion of violence, a culture of murder, objectifying women, and misogyny (The Irish Times Ltd., 2008). While the video game itself contains very violent graphics and depicts a sense of sexual arousal, people fail to observe that what the game depicts is merely what is in the real world. In fact, video games are the virtual reality of the real-life. It is, therefore, important to explain that video games are only mirrors of the society and are not part of the formation of the society’s belief systems. This report aims at pointing out other forms of popular culture that perpetrate similar acts that are vilified in video games. The report focuses on GTA because of its popularity well ascontroversy.
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Gender Representation in Video Games 3Objectification of WomenOne of the major criticism of video games, specifically, the Grand Theft Auto is that it sexualizesand objectifies women. Female characters in GTA are usually skimpy dressed and curvy. While the critics pin this against the entire game, they fail to understand that objectification of women is present even in the music industry. A study by the University of Missouri found that female artists objectified themselves just as much as the male did them (Frisby, 2012). Furthermore, in music videos and movie scenes where real women acted, out of their own consent, women are always represented as objects that need protection. If women can promote objectification at their own will, it makes no sense at all to claim that animated characters in video games are any worse. In addition, video games will work on an already existing notion in the head of the player so as to make it interesting. That is, by making the video game about tough men saving attractivewomen, the player feels right because they resonate with it already.ViolenceAnother point used by video games critics to attack the gaming industry is violence. Often, the Grand Theft Auto has been criticized for depicting violent scenes and thus promoting violence. Critics argue that, when young people get exposed to such games over and over again, they are likely to try acts of violence (The Irish Times Ltd., 2008). In fact, one study published in the Journal of Adolescence claims links video games to moral disengagement. The article claim that,people who play video games are more likely to try alcohol (Gabbiadini, Andrighetto and Volpato, 2012). However, this study acknowledges that their research is inadequate and thereforefurther research needs to be done. An important point to note is that there is no definite correlation between violence and video games but there is a correlation between poverty and
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