Video
Games as an Agent of Gender Socialization
Without a doubt playing video games is in the top five
favorite activity of the majority of the children and teenagers. In fact, it
was ranked as the second most popular type of media in the 2015 Common Sense
Census. The survey showed that 56% of the American adolescents between ages 13
and 18 spend an average of two hours and 25 minutes every day playing video,
computer, or mobile games. With such a high level of popularity among them,
video gaming became a strongly influential source of gender socialization that
shapes the believes and thoughts of young minds. However, by supporting the of
the “real” man, who gains power and control using violence and resembles Hulk
in his appearance, and objectifying women through sexualized portrayal, video
games spread gender inequality and result in gender discrimination.
First of all,
women are still underrepresented in video games, just like they are in every
other field dominated by men. According to the 2009 video games content
analysis done by Williams, Martins, Consalvo, and Ivory, 40% of the studied
games do not even have a female character and when women appear on the screen,
they are presented as sexualized—with their over exaggerated body proportions
and covering-close-to-nothing outfits—and secondary of importance.
The
consequences of such appearance can be explained by the cultivation theory developed
by George Gerbner and Larry Gross in 1976. As Cohen and Wellman described it in
their study: “The primary proposition of cultivation theory states that the
more time people spend ‘living’ in the television world, the more likely they
are to believe social reality portrayed on television.” Although, it examines
the long-term effects of television, the objectifying narrative used in both
television and video games—influencing one’s thoughts and reinforcing gender
stereotypes and gender roles—is basically the same. Additionally, playing video
games require a higher level of engagement than watching television, so the
influence of this virtual reality is even stronger.
Since playing video
games are commonly perceived as something created for men by men, the
repeatedly seen image of a weak and hopeless women affects men’s attitudes
toward women in real life. As the 2016 study conducted by Gabbiadini, Riva,
Andrighetto, Volpato, and Bushman show, boys who play these kind of video games—where
women are background/secondary characters and are used as sexual objects by
players—demonstrate a lower level of empathy toward female violence victims. For
the purpose of this research, the authors randomly assigned male and female
high schoolers to play one of the three types of games: 1) video games
containing both violence and sexism, 2) video games with violence but without
sexism, and 3) video games without violence and sexism. After playing the game,
the participants were, among other things, shown a picture of a young girl
beaten up by a teenage boy and asked how compassionate they felt towards her.
The results show that boys who played the first kind of video games, reported identification
with the played character and a lower empathy level towards the pictures of the
female victim.
In his
research, Mike Yao showed that video game with the theme of female ‘objectification’
may encourage men to view women as sex objects, and lead to self-reported
tendencies to behave inappropriately towards women in social situations.
However, women
are not the only ones who have been victimized by video games. According to the research analysis done by
Karen Dill and Kathryn Thill, 82.6% of male characters in games are more likely
to be portrayed as aggressive as opposed to 62.2% of female characters. On the
other hand, as Table 1 below shows, only 0.8% of male characters are
sexualized, unlike the 59.9% of female characters. But a relatively high
percentage of those male characters were also identified as hypermasculine,
meaning as exaggeration of traditionally masculine traits or behaviors like physical
strength, aggression, and sexuality.
These steroid-fed-looking macho male characters are damaging
to a boy’s self-image. Studies have proven that muscularity concerns highly
influence the construct of male body image. Using the identification theory,
which states: “While identifying with a character, an audience member imagines
him- or herself being that character and replaces his or her personal identity
and role as audience member with the identity and role of the character within
the text,” Klimmt, Hefner, Vorderer, Roth, and Blake analyzed
the influence of video games on self-perception. For this experiment, the
participants—all male college students aged between 19 and 31 who played video
games at least “sometimes”—were asked to play a first-person shooter game and a
racing game. The researchers measured the level of association the players
displayed between the video game characters and themselves. The findings supported
previously done research showing that enacting a character or role in a video
game affects players’ identity state. The Table below presents their findings
which prove that young boys identify themselves with the character they are
playing with. They think this is what a real man is. And if they do not meet
these expectations, it will only result in a lowered self-esteem.
Video games are
a highly interactive medium, which allows the users to enter a completely
different world and immerse in it. In order to do so, the players should be
able to relate to the characters or events in the game in some way. But because
of this specific way of male and female virtual characterization, video games
support the common gender stereotypes spreading gender inequality in real life,
which results in, among others, negative gender socialization.
References
Cohen, J. (2001). Defining identification: A theoretical
look at the identification of audiences with media characters. Mass Communication and Society, 4,245–264
Cohen, J.; Weimann, G. (2000).
"Cultivation Revisited: Some Genres Have Some Effects on Some
Viewers". Communication Reports 13(2):
99–114.
Common Sense. The Common Sense Census: Media Use by Tweens
and Teens. 2015.
Dill, K. E., & Thill, K. P. (2007). Video Game
Characters and the Socialization of Gender Roles: Young People’s Perceptions
Mirror Sexist Media Depictions. Sex Roles, 57(11-12), 851-864.
Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C.,
& Bushman, B. J. (2016). Acting like a Tough Guy: Violent-Sexist Video
Games, Identification with Game Characters, Masculine Beliefs, & Empathy
for Female Violence Victims. PLOS ONE PLoS ONE, 11(4).
Klimmt, C., Hefner, D., Vorderer, P., Roth, C., & Blake,
C. (2010). Identification With Video Game Characters as Automatic Shift of
Self-Perceptions. Media Psychology, 13(4), 323-338.
Tylka, T. L. (2011). Refinement of the tripartite influence
model for men: Dual body image pathways to body change behaviors. Body
Image, 8(3), 199-207.
Yao, M. Z., Mahood, C., & Linz, D. (2010). Sexual
priming, gender stereotyping, and likelihood to sexually harass: Examining the
cognitive effects of playing a sexually-explicit video game. Sex Roles, 62(1-2), 77-88.
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