In the article Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers(2007), has noted many previous findings that those of us who frequent the video game section of a store would be soon to notice. In that the majority of video game cover art, in even for that matter video games, contain a male lead as the main character. With females appearing significantly less likely, and if they do are usually overbearing with sexiness or violence, or both (Burgess, Stermer, and Burgess 2007).
In their research Burgess, Stermer, and Burgess (2007) took a larger sample than they had in a previous experiment they had taken into account of 33 sega gensis games (Dietz 1998), in the more recent experiment they also included more T and M rated games as they are far more prevalent than they once were in the years of sega, so much that according to a “media wide survey (Walsh et al. 2005) of 4th-12th grade students 70% of children reported playing M-rated games.” Of these games selected for their sample they were then analyzed on the cover art of their portrayal of men and female characters.
With Burgess, Stermer, and Burgess (2007) main question of the differences in male and female portrayal on video game covers. Their measures were separated into four considerations; are they equally present on covers, are they portrayed as essential to the game, are their bodies portrayed in equal manners as far as sexualization and exaggerated physiques, and which is more likely to be portrayed as violent.
An example used is of the infamous Lara Croft games, Tomb Raider, in which the main character is an oversexualized, action/adventure heroine. Though originally noted as appearing to appeal to female gamers, the oversexualization of her character is questionable to ascertain whether or not it was truly designed with females in mind.
Within the 173 covers containing human characters “males were twice as likely to be featured on covers as females were” ( Burgess, Stermer, and Burgess 2007). Other findings include that males are more likely to be the main character, as well as ancillary characters over their female counterparts. In which the two main roles that they were objectified as were “the cheerleader” cheering on the main character doing very little in comparison, or in a provocative style simply being sexy.
Over half of the women were portrayed as busty / super-busty (aka no humanly possible or extremely unlikely), comparative to the ¼ of men who were portrayed as muscular/super-muscular. In addition to this 30% of the women considered busty/super-busty were simply used as “eye candy” (giving not actual prevalence to the game itself and only used to draw attention).
Given that findings from other forms of media show that the portrayal of women as very minor characters or just oversexualizing them does in fact skew how society sees a women it would probably be safe to say that women still have a long way to go as far as how they are shown in video games (and probably just in all media at that).
A compelling argument is that though women are seen far less on the covers, men are viewed as more violent. Which to some would condone that in a positive view. However for those that do play video games, however sad it may be, the more violent a character in the game the stronger that character probably is. Which only further persecutes women away from being a central figure of power as viewed by the covers ( Burgess, Stermer, and Burgess 2007).
Though this is not a long term study or even a study of how it actually affects children (who were used as an example earlier) on how they view women themselves. To allocate this issue it would have to be over a longer period of time, possibly in a survey of such or even several case studies. Though one could probably just as well assume it has similar affects as other medias, such as commercials, t.v. shows, and movies in their views of women.
In their research Burgess, Stermer, and Burgess (2007) took a larger sample than they had in a previous experiment they had taken into account of 33 sega gensis games (Dietz 1998), in the more recent experiment they also included more T and M rated games as they are far more prevalent than they once were in the years of sega, so much that according to a “media wide survey (Walsh et al. 2005) of 4th-12th grade students 70% of children reported playing M-rated games.” Of these games selected for their sample they were then analyzed on the cover art of their portrayal of men and female characters.
With Burgess, Stermer, and Burgess (2007) main question of the differences in male and female portrayal on video game covers. Their measures were separated into four considerations; are they equally present on covers, are they portrayed as essential to the game, are their bodies portrayed in equal manners as far as sexualization and exaggerated physiques, and which is more likely to be portrayed as violent.
An example used is of the infamous Lara Croft games, Tomb Raider, in which the main character is an oversexualized, action/adventure heroine. Though originally noted as appearing to appeal to female gamers, the oversexualization of her character is questionable to ascertain whether or not it was truly designed with females in mind.
Within the 173 covers containing human characters “males were twice as likely to be featured on covers as females were” ( Burgess, Stermer, and Burgess 2007). Other findings include that males are more likely to be the main character, as well as ancillary characters over their female counterparts. In which the two main roles that they were objectified as were “the cheerleader” cheering on the main character doing very little in comparison, or in a provocative style simply being sexy.
Over half of the women were portrayed as busty / super-busty (aka no humanly possible or extremely unlikely), comparative to the ¼ of men who were portrayed as muscular/super-muscular. In addition to this 30% of the women considered busty/super-busty were simply used as “eye candy” (giving not actual prevalence to the game itself and only used to draw attention).
Given that findings from other forms of media show that the portrayal of women as very minor characters or just oversexualizing them does in fact skew how society sees a women it would probably be safe to say that women still have a long way to go as far as how they are shown in video games (and probably just in all media at that).
A compelling argument is that though women are seen far less on the covers, men are viewed as more violent. Which to some would condone that in a positive view. However for those that do play video games, however sad it may be, the more violent a character in the game the stronger that character probably is. Which only further persecutes women away from being a central figure of power as viewed by the covers ( Burgess, Stermer, and Burgess 2007).
Though this is not a long term study or even a study of how it actually affects children (who were used as an example earlier) on how they view women themselves. To allocate this issue it would have to be over a longer period of time, possibly in a survey of such or even several case studies. Though one could probably just as well assume it has similar affects as other medias, such as commercials, t.v. shows, and movies in their views of women.
Playful gender swapping: user attitudes toward gender in MMORPG avatar customization
Historically, the majority of video protagonists have been male and white. This has been the case largely been the case because game designers create games for the demographic most represented which is white and male gamers. Now, with the rise of games with the ability to customize avatars and characters, minority players can now see themselves represented.
In a study by Paul Chul-ho Paik and Chung-Kon Shi titled “Playful gender swapping: user attitudes toward gender in MMORPG avatar customization,” use of avatars was examined using “Q methology,” a type of survey that asks players questions that would garner emotional based answers. It was found that users have many reasons for the appearance of their customizable avatar or character. Some said that the avatar was supposed to look like them or be a virtual version of them. Some players swapped genders for various reasons. For some, their avatar was what they desired to be in the real world.
Games with the ability to customize avatars and characters are increasing in popularity. Games like the “The Sims” and MMOs are particularly popular because they allow players to represent themselves in the games as they would like. Women and other minority groups are now becoming gamers. They can no longer be ignored as a demographic.
Historically, the majority of video protagonists have been male and white. This has been the case largely been the case because game designers create games for the demographic most represented which is white and male gamers. Now, with the rise of games with the ability to customize avatars and characters, minority players can now see themselves represented.
In a study by Paul Chul-ho Paik and Chung-Kon Shi titled “Playful gender swapping: user attitudes toward gender in MMORPG avatar customization,” use of avatars was examined using “Q methology,” a type of survey that asks players questions that would garner emotional based answers. It was found that users have many reasons for the appearance of their customizable avatar or character. Some said that the avatar was supposed to look like them or be a virtual version of them. Some players swapped genders for various reasons. For some, their avatar was what they desired to be in the real world.
Games with the ability to customize avatars and characters are increasing in popularity. Games like the “The Sims” and MMOs are particularly popular because they allow players to represent themselves in the games as they would like. Women and other minority groups are now becoming gamers. They can no longer be ignored as a demographic.