scholarly journals Sexualization ((Online)Games)

Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

This variable aims at identifying how bodies and movements of (mostly female) characters are portrayed in video games. This is often done by coding specific bodily attributes of characters or to what degree certain body parts are covered or (not covered) by clothing.   Fielf of application/theoretical foundation: The variable sexualization is an indicator commonly used in studies investigating the depiction of gender roles in video games and especially in studies aiming to identify stereotypical or sexist portrayals of women in games. Other variables that are often considered in such analyses are character attributes like being physically capable in terms of strength and agility (which is often how male characters are portrayed; Lynch et al., 2016) or whether characters are perpetrators or victims in violent interactions.   References/combination with other methods of data collection: Content analytic codings of stereotypical or sexist gender representations can be complemented by surveys among players to ask about their perception of the games they play. In addition, researchers may consider using computer vision methods for, e.g., detecting the amount of skin shown by characters (if they use screenshots or printed ads as coding materials).   Example studies Coding Material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) 20-minute segment of game play Sexualization by clothing skin-revealing clothing, nudity (none, partial, full, not applicable, cannot tell), appropriateness of attire (appropriate, inappropriate, not applicable, cannot tell) Primary and secondary characters Downs & Smith, 2010 (Scott’s Pi = .87; 90; 90) 5-minute segments of recorded gameplay after “the player had taken control of the character’s onscreen action” (Lynch et al., 2016, p. 571) Sexualization by clothing Bare skin between armpits and bottom of the breasts (both dummy coded: bare skin vs. no bare skin) Target female character Lynch et al., 2016 (α = .70) 20-minute segment of game play Sexualization by size of body parts and proportions body proportion (realistic, unrealistic, not applicable, cannot tell), breast size (flat, average, voluptuous, cannot tell), waist size (disproportionately small, average, disproportionately large, cannot tell) Primary and secondary characters Downs & Smith, 2010 (Scott’s Pi = .82; .98; .88) 5-minute segments of recorded gameplay after “the player had taken control of the character’s onscreen action” (Lynch et al., 2016, p. 571) Sexualization by size of body parts and proportions Breast proportion to body size (dummy coded: proportionate vs. disproportionate) Target female character Lynch et al., 2016 (α = .81) 20-minute segment of game play Sexualization by specific behavior(s) sex talk (dummy coded: present vs. absent); sexual behavior (dummy coded: present vs. absent)  Interactions between characters Downs & Smith, 2010 (Scott’s Pi = .99; 1.00) 5-minute segments of recorded gameplay after “the player had taken control of the character’s onscreen action” (Lynch et al., 2016, p. 571) Sexualization by specific behavior(s) presence of sexualized movement (dummy coded, “unnecessary undulation or jiggling that drew attention to their body in a sexual manner”, Lynch et al., 2016, p. 572) Target female character Lynch et al., 2016 (α = .75) 5-minute segments of recorded gameplay after “the player had taken control of the character’s onscreen action” (Lynch et al., 2016, p. 571) Physical capability dummy coded: engagement in feats of physical strength or agility vs. no engagement in feats of physical strength or agility Target female character Lynch et al., 2016 (α = .84)   References Downs, E., & Smith, S. L. (2010). Keeping abreast of hypersexuality: A video game character content analysis. Sex Roles, 62, 721–733. doi:10.1007/s11199-009-9637-1. Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237

2021 ◽  
pp. 155541202110262
Author(s):  
Mildred F. Perreault ◽  
Gregory Perreault ◽  
Andrea Suarez

Video games have long held a spotty history in their narratives regarding women. Most research has examined large budget games and identified issues of simplification, oversexualization, and a general lack of agency among female characters. The present study explores the gaming niche of “indie”—or independent game developer—video games in their representations of women in particular with Never Alone, Gone Home, and Her Story. These games were released around the time frame of the GamerGate controversy—a controversy which drew attention to the treatment of women in gaming culture—and hence, the games are used to reflect on a potential shift in games culture following the controversy. This article argues that these game narratives emphasized multilayered female characterizations, female-to-female interactions, and internal dramas as a way to potentially reach female gamers and present an alternative, humanizing narrative on women.


2015 ◽  
Vol 13 (5) ◽  
pp. 479-503 ◽  
Author(s):  
Amanda C. Cote

In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine gamer as more than just “male.”


2016 ◽  
Vol 66 (4) ◽  
pp. 564-584 ◽  
Author(s):  
Teresa Lynch ◽  
Jessica E. Tompkins ◽  
Irene I. van Driel ◽  
Niki Fritz

2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Kyle Landon Jossy

This study looked at how males and females were portrayed, based on the amount of skin shown in the clothing worn.  A Content analysis was performed on a sample of 20 randomly selected popular comics from the last 3 years.  Both male and female characters were rated on how much skin they showed in three clothing categories; neck line, sleeve length, and lower body.  Results showed that in all 3 categories, women consistently wore more revealing clothing.  The findings demonstraetd that the comic book industry is comparable to other forms of media, in the sexualization of female characters, by having them wear more revealing clothing.


2021 ◽  
Vol 1 (1) ◽  
pp. 14-20
Author(s):  
Hesti Nurlaeli

A speech can also lead to a description of the principles of conversation. This also happened in Las Day Production's video “Cara Kodein Cowok Biar Cepet Merid”. This research aims to find out and describe the female characters’ utterances or the implicit forms of the in the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production. The approach in this research uses pragmatic and qualitative descriptive. The data collection technique in this study was using the note-taking technique. The data analysis techniques used in this study were data triangulation, theory triangulation, and source triangulation. Triangulation of data was generated by recording the speech of a female character in the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production. The theory triangulation refers to pragmatic theory, while the source triangulation is the video "Cara Kodein Cowok Biar Cepet Merid" by Last Day Production, which is downloaded on YouTube. The research results in the video "Cara Kodein Cowok Biar Cepet Merid” have 8 stories of female characters that contain implicatures.


Author(s):  
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


Literator ◽  
2001 ◽  
Vol 22 (2) ◽  
pp. 113-132
Author(s):  
G.H. Taljaard

The dialogue between image and text in Riana Scheepers's Dulle Griet This article examines the way in which the content and theme of Riana Scheepers’s Dulle Griet (1991) interact with the “manneplot” (traditional and/or stereotypical portrayal of female characters within novels) and with the cover illustration of the book – a detail of “Mad Meg” (as she is often referred to) from Pieter Brueghel’s Dulle Griet (1562). It explores how the women in Scheepers’s short stories are portrayed – not only as vulnerable, but also as evil and corrupt. They are abused victims; but they are also tyrannical abusers. They are innocent maidens and mothers, but also lovers, prostitutes, lesbians and murderers. The way in which the gradual degeneration of the anonymous central female character relates to Brueghel’s image of “Mad Meg” on her way to the jaws of hell is discussed in this article. But the article also demontrates Scheepers’s concern with feminist issues by using the cover as an ironic “frame”, and shows that the moral decline of the women portrayed in the text seems to be as a result of the actions of chauvinistic men, who appear in different forms throughout the text. Female degeneracy can thus be seen as a survival mechanism, in a world – and a text – dominated by the masculine paradigm, the “manneplot” of traditional male attitudes to women.


2020 ◽  
Author(s):  
Christopher R Madan

Video games are sometimes used as environments to evaluate AI agents' ability to develop and execute complex action sequences to maximize a defined reward. However, humans cannot match the fine precision of timed actions of AI agents--in games such as StarCraft, build orders take the place of chess opening gambits. However, unlike strategy games, such as chess and go, video games also rely heavily on sensorimotor precision. If the `finding' was merely that AI agents have superhuman reaction times and precision, none would be surprised. The goal is rather to look at adaptive reasoning and strategies produced by AI agents that may replicate human approaches or even result in strategies not previously produced by humans.Here I will provide: (1) an overview of observations where AI agents are perhaps not being fairly evaluated relative to humans, (2) a potential approach for making this comparison more appropriate, and (3) highlight some important recent advances in video-game play provided by AI agents.


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