Beruflich Dokumente
Kultur Dokumente
Zaine Bennett
Abstract
This paper explores three articles and surveys that report on research conducted on gender
stereotyping and female misrepresentation in video games. All three articles chosen differ in their
area of research. Zobel de Ayala (2014) focuses on the representation of females inside the video
games. Fox and Tangs (2013) primary focus is on what character traits and other variables factor
into predicting sexist attitudes. Phan, Jardina, Hoyle, Chaparros (2012) research is made to help
game developers learn about gaming patterns. This paper looks at these findings and approaches
to better understand gender representation in video games and how women are stereotyped.
Pink. Dresses. Dainty. Sexualized. These are all words that describe how game
companies stereotype women in video games. Gaming is becoming increasingly more popular
FEMALE STEREOTYPING IN VIDEO GAMES 5
today, with 42% of Americans playing video games regularly. Currently, it is a male dominated
community and thus females are often oversexualized in games and are harassed inside and
outside of the game world. As video games grow in popularity, society needs to combat the
injustice and misrepresentation directed towards females. Gender stereotypes are defined simply
as over generalizations about an entire group based on their gender; These over generalizations
are often negative or harmful to the individuals. This paper will focus on the female stereotypes
prevalent in todays video games as well as how women are treated outside the game world and
inside the real world. This is important to the audience because many of them are females and a
good number may play video games too. As video games become more popular the injustice will
grow larger if not stopped. By speaking out against the misrepresentation the audience can bring
Summary
In the first source, Eugenia Zobel de Ayala describes her experience in playing video
games with her brother when she was young. Zobel de Ayala mentions how she would pick
female characters because they looked pretty or wore pink, traits that would appeal to a young
girl but not a young boy. She quickly found out that these female characters had male
counterparts that were faster, stronger, and would always win. She theorizes that the appearance
of females in games has a correlation to their skillset. Simply put, because they look dainty and
girly they are worse than the male characters and thus contribute to their lesser ability in games
(Zobel de Ayala. 2014, p. 2). Zobel de Ayala also discusses how many times females are only
added to games to add minor backstory and sex appeal meant for male gamers (Zobel de Ayala.
2014, p. 7-8).
FEMALE STEREOTYPING IN VIDEO GAMES 4
In the second source, the goal was to determine the variables that can predict sexist
attitudes directed towards women in the video game industry. The study found that the
anonymity that online gaming offers promotes sexual harassment because there is no fear of
repercussion. Fox and Tang write Although women are often able to remain hidden or
anonymous in some gaming environments, it is likely that when women reveal their sex, their
legitimacy and competence will be questioned. (Fox et al., 2013). They also theorize that since
women are a vocal minority in online gaming they are more likely to be harassed by other male
gamers (Fox et al., 2013). The studys results found Given that men often outnumber women in
networked video games and that masculine behavior is typically rewarded, this may provide men
with the opportunity to express social dominance in the virtual world in a way they cannot in the
physical world. (Fox et al., 2013). This means that because there is a separation between the
men and the women, the men feel like they need to be dominant over the women. More results
yielded an answer as to why women are harassed with terms like get back to the kitchen or
sexually harassed with terms like show me your boobs (Fox et al., 2013). These results
displayed that some men in an anonymous situation with other males tend to feel like they need
to assert their sexuality over other men (Fox et al., 2013). By demanding pictures of the womens
breasts, they prove to the other men that they are heterosexual or different than the other males.
In the third source evaluated researchers investigated gamers to better understand video
game usage and preferences among both males and females. (Phan et al. 2012). They found this
data via a questionnaire that determined video game behaviors. They conducted this research to
the benefit of Game companies and developers. They found that when game companies
developed for women specifically the resulting games were stereotypical, i.e. females wearing
dressed, being weak or dainty, among other things (Phan et al. 2012). The results of the study
FEMALE STEREOTYPING IN VIDEO GAMES 4
indicated that men were more likely to play violent games but women equally played either type
of game. Females were more likely to play puzzle and casual games than strategy and fighting
The chief point of agreement in these sources is that females are stereotyped in video
games. Zobel de Ayala writes about how women are stereotyped in video games themselves .
Fox et al and Phan et al talk about gender stereotypes in real life but all discuss the same topic.
Women are misrepresented in video games based on appearance and skills. They are often
weaker, less equipped, and generally undesirable to gamers due to these misrepresentations
These researchers also conclude that appearance of female game characters attribute to
stereotypes. Zobel de Ayala remarks, Princess Peach? She wears a gown, dainty gloves, and a
clueless expression, which imply nothing as far as skill and ability, unless you consider her
special attack: a dimpled, smiling heart that protects her cart (Zobel de Ayala. 2014). Princess
peach is stereotyped as a girly girl that wears pink dresses. This can be offensive to many
females who dont like these things. In the Phan article the same finding is shown, Phan writes,
adhere to stereotypes about females (i.e., pink, fashion, and shopping) (Phan et al. 2012).
These game developers work under the assumption that all women like pink and dresses /
shopping.
While there are numerous comparisons there are also differences in each article. Some of
these differences include what type of research was done and what the medium of the research
was (whether the research focused on stereotypes in game or in real life). In the Fox et al and
FEMALE STEREOTYPING IN VIDEO GAMES 4
Phan et al articles are more science based. They conduct experiments to find statistics about
stereotypes and seeks to discover the root of why they are occurring. Zobel de Ayalas article is
more focused on her experience. It is less scientific and more personal. That does not mean it is
any less important or relevant, it just means that it was not about numbers and more about
The second contrast point is the medium of the research. Zobel de Ayalas article was
about women inside video games, such as game characters. They are often depicted and act
stereotypical according to Zobel de Ayala (Zobel de Ayala. 2014). In contrast to her article Fox et
al and Phan et al direct their research to women and gender outside of video games, in real life.
They discuss why people in real life commit or believe these stereotypes and how me might
The weakness of de Ayalas piece is only that she is not an official but just a regular
person. This can hurt the credibility of the piece and the credibility of its validity. Her strength in
this piece is her deep knowledge of the topic. She offers deep insight into this topic and this
insight helps convey her message. In Fox et als survey and article s strength is that it is a
formally conducted by officials with a proper testing method and math that brings evidence to
support the conclusion. A weakness would be that I could not find other surveys to back this
information up. It was not conducted again. The Phan survey has the same strengths and
weaknesses. It was formally conducted but I could not find a repeat of the findings so they could
be wrong.
Throughout this essay and research, I have found that gender stereotyping is a much
bigger problem in video games than originally thought. I am in favor of change in video games
to help women feel more comfortable and welcome in gaming world. This is an important issue
FEMALE STEREOTYPING IN VIDEO GAMES 4
that needs more light shed upon it, gender stereotyping in games needs to stop. More research
should be done to back the numbers found in the surveys and to back up the claims made in all
arguments.
References
Fox, J., & Tang, W. Y. (2013, August 2). Sexism in online video games: The role of conformity
http://www.sciencedirect.com/science/article/pii/S0747563213002525
Phan, M. H., Jardina, J. R., Hoyle, S., & Charparo, B. S. (2012). Examining the Role of
http://journals.sagepub.com/doi/pdf/10.1177/1071181312561297
Zobel de Ayala, E. (2014, March 6). Damsels In Distress: Female Representation in Video
distress-female-representation-video-games