Research Article

Exploring the Effects of Female Characters Objectification in Video Games on Gender Perception

Shinan ChenWuhan University*

* Corresponding author: [email protected]

Abstract

The pervasive issue of objectifying female characters in video games has garnered widespread attention and is now a matter of great importance in society. There is growing concern about the negative impact it has on players’ mindsets and perspectives. This thorough analysis will explore the various methods through which female characters are objectified and stereotyped in video games. Additionally, it will closely scrutinize the broader gaming environments in which objectification takes place.Based on the principles of Objectification Theory , this research paper presents various approaches to lessen the objectification of individuals in video games. Furthermore, it advocates for the promotion of inclusivity and diversity in the development of games. By specifically examining the depiction of female characters in GTA, this study contributes to the wider conversation surrounding the objectification of women in gaming. Additionally, it provides valuable insights into how healthier representations can be fostered within the entire gaming industry.

Keywords: female character objectification; video games; game developers; inclusivity
Published: November 20, 2023
DOI: 10.54254/2753-7064/15/20230643
Volume: CHR Vol.15
pp. 142-149
Download PDF

References

  1. Fredrickson, B. L., & Roberts, T. (1997). Objectification theory: Toward understanding women’s lived experiences and mental health risks. Psychology of Women Quarterly, 21(2), 173-206.
  2. Smith, A. L., & Fox, J. (2018). Sexual objectification in online video games: Examining gender differences in Goffman’s gender advertisements. Sex Roles, 78(5-6), 388-399.
  3. Anderson, C. A., Huesmann, L. R., Harris, K. M., & Galinksy, A. D. (2020). The role of objectification of women in media in the replication of gender stereotypes and rape myths. Psychology of Women Quarterly, 44(2), 179-194.
  4. Burgess, M. C., Stermer, S. P., & Burgess, S. R. (2007). Sex, lies, and video games: The portrayal of male and female characters on video game covers. Sex Roles, 57(5-6), 419-433.
  5. Hartmann, T., Toz, E., & Brandon, M. (2010). Virtual worlds and user behavior in online games: An empirical analysis of World of Warcraft. CyberPsychology & Behavior, 13(2), 159-165.
  6. 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), 851-860.
  7. Gan, C. (2017). Social aspects of video gaming: A case study of the gaming community. New Media & Society, 19(10), 1556-1572.
  8. Galdi, S., Guizzo, F. Media-Induced Sexual Harassment: The Routes from Sexually Objectifying Media to Sexual Harassment. Sex Roles 84, 645–669 (2021).
  9. Dill, K. E., Thill, K. P., & Burgess, M. C. (2008). Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57(11-12), 851-860.
  10. Begue, L., Subra, B., & Lin, S. (2017). Virtual torturers: The stigma attached to immoral players of violent video games. International Journal of Interpersonal Relations, 10(2), 64-82.
  11. Stermer, S. P., & Burkley, E. (2015). The game of sexism: A study of the portrayal of gender in video games. Sex Roles, 57(5-6), 314-327.
  12. Driesmans, K., De Backer, C. J., & Kozyreva, A. (2015). Gender representation in video games and its association with sexist attitudes. European Journal of Communication, 30(5), 509-525.
  13. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
  14. Kasumovic, M. M., & Kuznekoff, J. H. (2015). Insights into sexism: Male status and performance moderates female-directed hostile and amicable behavior. PLOS ONE, 10(7), e0131613.
  15. Fardouly, J., Diedrichs, P. C., Vartanian, L. R., & Halliwell, E. (2015). Social comparisons on social media: The impact of Facebook on young women’s body image concerns and mood. Body Image, 13, 38-45.
  16. Ward, L. M., Seabrook, R. C., & Manago, A. M. (2015). Home broadband and expanded opportunities: Media use and educational outcomes among Latino youth. Journal of Children and Media, 9(2), 160-179.
  17. Chess, S., & Shaw, A. (2015). A conspiracy of fishes, or, how we learned to stop worrying about #GamerGate and embrace hegemonic masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208-226.
  18. Beasley, B., & Collins Standley, T. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5(3), 279-293.
  19. Driesmans, K., De Backer, C. J., & Kozyreva, A. (2015). Gender representation in video games and its association with sexist attitudes. European Journal of Communication, 30(5), 509-525.
  20. Downs, E., & Smith, S. L. (2009). Keeping abreast of hypersexuality: A video game character content analysis. Sex Roles, 62(11-12), 721-733.
  21. Smith, S. L., & Wijenayake, S. (2020). Gender and racial stereotypes in popular video games. Sex Roles, 83(1-2), 1-15.
  22. Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309-329.
  23. Anderson, C. A., Dill, K. E., & Dill, J. C. (2010). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
  24. Entertainment Software Association. (2020). Essential facts about the computer and video game industry. Retrieved from [URL].