Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
Main Article Content
Abstract
This work conducted a quantitative study of gender representation in five top-selling multiplatform action video games leading in sales of the seventh generation, through the technique of content analysis. The central narrative of each game was analyzed by using the character as an analysis unit and the mission as a registration unit; the latter is taken as each section of the game in which the player needs to achieve a goal to progress through the story. The physical appearance, behavior, language and dress of both masculine and feminine leading, supporting and tertiary characters were categorized. A 4:1 ratio between male and female characters was found, which comprises a serious under-representation of the female gender in these games. Significant differences were also found in both physical and behavioral representation between male and female characters. Regarding physical appearance, it was found that female characters’ outfits are noticeably more revealing than those of male ones. Concerning behavior, female characters were found to have a greater presence of sexualized behaviors and to have less confidence, violence and leadership attitude than their male counterparts. It is claimed that, despite what has been found, gender representation in the media has improved when compared to the findings of previous studies, and that it is necessary to do research on the way in which players relate to these contents.
Article Details
References
Beasley, B. y Standley, T. (2002). Shirts vs Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication y Society, 5(3), 279-293.
Bogost, I. (2008). Unit Operations: An Approach to Videogame Criticism. Boston: MIT Press.
Bonder, G. (2002). Las nuevas tecnologías de información y las mujeres: reflexiones necesarias. Nueva York: United Nations Publications.
Buró de Censos de Estados Unidos. (2016). Comparing 2015 American Community Survey Data. Recuperado de https://www.census.gov/programs-surveys/acs/guidance/comparing-acs-data/2015.html
Carlson, R. y Corliss, J. (2011). Imagined commodities: Video game localization and mythologies of cultural difference. Games and Culture, 6(1), 61-82.
Consalvo, M. (2006). Console video games and global corporations: Creating a hybrid culture. Nueva Media y Society, 8(1). 117-137.
Corona, A. (2012). Jugando a ser blanco: Cantidad y calidad de la representación étnica en los videojuegos más vendidos de la séptima generación. Memorias del Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2012. (pp. 31-43). Saltillo, México: UAdeC
Corona, A. (2015). El otro lúdico: el problema de la representación de la otredad en el videojuego. Razón y Palabra, 92.
Corona, A. (2016). Videojuegos, identificación y agencia: por qué la diversidad no es suficiente. En G. Pérez Salazar (Ed.), Identidad, multiculturalidad y tecnologías de la información y la comunicación: cuatro aproximaciones desde la periferia. (pp.69-88). Saltillo: UAdeC / DeLaurel.
Corona, A. (2017). Minecraft y la ciudad: una propuesta para el uso de Minecraft como herramienta de análisis de la construcción de significado en espacios urbanos. En Ponencia presentada en el Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2017. Guanajuato, México. Recuperado de http://amic2015.uaq.mx/docs/2015_amic_convocatoria_ ponencias.pdf
De Certeau, M. (1984). The practice of everyday life. Berkeley: University of California.
Department of Defense. (2016). 2016 Demographics: Profile of the Military Community. Arlington: Department of Defense
Dempsey, N. (2017). UK Defence Personnel Statistics. Londres: House of Commons Library
Dietz, T. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38(5/6) 425-442.
Díez, E., Fontal, O. y Blanco, D. (2004). Los videojuegos desde la perspectiva de género: roles y estereotipos. En el Foro de Tecnología Educativa y Atención a la Diversidad. Universidad de León. España.
Dill, K. y Thill, K. (2007). Video game characters and socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57, 851–664
Downs, E. y Smith, S. (2009) 'Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis'. Sex Roles, 62(12), 721,733.
Dyer, N. y De Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.
Egenfeldt, S., Smith, J.H. y Tosca, S. (2008). Understanding video games: the essential introduction. Londres: Routledge.
Entertainment Software Association (ESA). (2018). 2018 Sales, Demographic and Usage Data: Essential Facts. Recuperado de http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf
Fisher, H. (2015). Sexy, dangerous and ignored: An in-depth review of the representation of women in select video game magazines. Games and culture, 10(6), 551-570.
Fiske, J. (1987). Television Culture, Londres: Methuen.
Fiske, J. (1991). Postmodernism and Television. En J. Curran y M. Gurevitch, (Eds.), Mass Media and Society (pp.55-67). Londres: E. Arnold Publishers
Frasca, G. (2004). Videogames of the Oppressed. First person: New Media as Story, Performance, and Game (pp. 85-94). Cambridge: MIT Press
Glaubke, C., Miller, P., Parker, M. y Espejo, E. (2001). Fair Play? Violence, Gender and Race in Video Games. Oakland: Children Now.
Hall, S. (1980). Encoding/Decoding. En S. Hall, D. hobson. A. Lowe y P. Willis (Eds.), Culture, Media, Language (pp. 90-103). Londres: Hutchinson.
Harrison, R., Drenten, J. y Pendarvis, N. (2016). Gamer Girls: Navigating a Subculture of Gender Inequality. En R. Belk (Ed.), Consumer Culture Theory (pp. 47-64). Bingley: Emerald Publishing.
Ip, B. (2010), Narrative structures in computer and video games: Part I: Context, definitions, and initial findings. Sage Journals, 6(2), 103-134.
Ip, B., y Jacobs, G. (2006). Quality function deployment for the games industry: Results from a practical application. Total Quality Management y Business Excellence, 17(7), 835-856.
Ivory, J . (2006). Still a Man’s Game: Gender Representation in Online Reviews of Video Games. Mass Communication y Society, 9(1), 103-114.
Jenkins, H. (1992). Textual Poachers. Television Fans y Participatory Culture. Nueva York: Routledge.
Jensen, S. (2011). Othering, identity formation and agency. Qualitative Studies, 2(2), 63-78.
Johnson, A. (2018). The Las of Us 2 Ellie is First Openly LGBT Triple-A Protagonist. GameRevolution. Consultado el 8 de diciembre de 2018 en https://www.gamerevolution.com/news/396855-the-lastof-us-2-ellie-first-openly-lgbt-triple-a-protagonist
Kaplan, S. (2014). With #GamerGate, the video-game industry’s growing pains go viral. The Washington Post. Recuperado de https://www.washingtonpost.com/news/morning-mix/wp/2014/09/12/withgamergate-the-video-game-industrys-growing-pains-go-viral/
Kondrat, X. (2015). Gender and video games: ¿How is female gender generally represented in various genres of video games? Journal of Comparative Research in Anthropology and Sociology, 6(1), 171.
Krippendorff, K. (2004). Content analysis: an introduction to its methodology. Thousand Oaks: Sage.
Leonard, D. (2006). Not a Hater, Just Keepin’ It Real: The Importance of Race- and Gender-Based Game Studies. Games and Culture, 1(1), 83-88.
Lynch, T., Tompkins, J., Van Driel, I., y 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.
Malaby, T. (2007). Beyond play: A Nueva approach to games. Games and Culture, 2(2), 95-113.
Nichols R. (2013) Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally. En N.B. Huntemann y B. Aslinger (eds) Gaming Globally. Critical Media Studies. Nueva York: Palgrave MacMillan
Newzoo. (2015). Newzoo. 2014 Global Games Market Report. Recuperado de https://newzoo.com/news/newzoos-2014-global-games-market-report-available-now/
Newzoo. (2017). Newzoo. 2017 Global Games Market Report. Recuperado de https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2017-light-version/
Powell, J. y Menendian, S. (2016). The problem of Othering: towards inclusiveness and Belonging. Othering y Belonging, 1, 14-39.
Pro México. (2009). Creative industries in Mexico. Recuperado de http://www.promexico.gob.mx/documentos/folletos-sectoriales/creative-industries.pdf
Provenzo, E. (1991). Video Kids: making sense of Nintendo. Cambridge: Harvard University Press.
Salen, K. y Zimmerman, E. (2004). Rules of Play: Game design fundamentals. Cambridge: The MIT Press.
Stuart, K. (2014). The Guardian. Gamergate: the community is eating itself but there should be room for all. Recuperado de https://www.theguardian.com/technology/2014/sep/03/gamergate-corruptiongames-anita-sarkeesian-zoe-quinn
Van Zoonen, L. (1991). Feminist perspectives on the media. Mass Media and Society, 33-54.
Waggoner, Z. (2009). My avatar, My Self: Identity in video role-playing games. Jefferson: McFarland.
Williams, D., Martins, N., Consalvo, M., e Ivory, J. (2009). The virtual census: Representations of gender, race and age in video games. Nueva Media y Society, 11(5), 815–834.
Zagal, J., Fernández-Vara, C. y Mateas, M. (2005). Gameplay Segmentation in Vintage Arcade Games. Ludologica Retro, 1, 1971-1984.