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  • Essay / Gender Gaming - 1206

    Electronics, social media, and video games are all ways that today's society wards off boredom or expresses oneself in a non-anonymous or anonymous way. The use of electronics and social media is deeply ingrained in today's culture. Going without Facebook, Twitter or iPhone/phone is unusual by current standards in developed countries. With electronics and social media becoming the norm, using electronics and social media as enablers, video games and video games have become a norm in today's generation. A large number of men and a tiny number of women play video games all over the world all the time. Looking at gender in a binary way, there are stark differences between male and female video game audiences. Much like a game's audience, there are vast differences in the ideals that the video game industry imposes on male and female characters; protagonist and support. Recognizing that there are differences in gender representation in the public and in the industry, video gaming is considered a male-dominated activity. The sexualization of a "strong" female protagonist, the representation and strong participation of a male audience and characters, and the use of video games as a means of escape from a "feminine" world, all of this refers to the idea of ​​a domain dominated by the “masculine”. Video gaming can be considered a predominantly male activity due to the fact that there are more male players than female players. Female gamers make up about 39% of the public, but "[although] the [Entertainment Software Association] boasts that women make up 39% of video game players, considerable gender differences have been found in studies of gaming habits." of children's video games. .... middle of paper ......ch 31.5 (2004): 499-523. Print.Ogletree, Shirley Matile and Ryan Drake. “Student participation and perceptions of video games: Gender differences and implications.” Sex Roles 56.7-8 (2007): 537-42. Print.Sanford, Kathy and Leanna Madill. “Resistance through video games: it’s a boys’ affair. » 2013. The lives of men. By Michael S. Kimmel and Michael A. Messner. 9th ed. New York: Pearson, 2006. 509-19. Print. Williams, D., N. Martins, M. Consalvo, and JD Ivory. “The virtual census: representations of gender, race and age in video games.” New Media and Society 11.5 (2009): 815-34. Print.Yes, Nick. “Digital Desire Maps: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: new perspectives on gender and video games. Ed. Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun. Cambridge, MA: MIT, 2011. 83-96. Print.