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The Role of Sex, Culture and Environment on Video Games

By: Luzviminda Chan

 

Role of Sex on Video Games

Since players of video games are dominantly male, most video games are designed for them. Male characters are being portrayed as having the more relevant role than females-a large number of video games have males on the title role and females as supporting roles.

It is said that female players are more interested in communication and interaction when they play a game, whereas males enjoy playing video games that involve fighting and violence.

Ham Jongsuk (2008) states that…

“People (especially males) access cyberspace to experience something that they cannot achieve in the real world and that is the power of complete control, which is one way of defining omnipotence.” (p.2)

The story line of most video games focuses on the masculinity of men. Most video games are loaded with activities or missions that male players dreamed of doing in real life. A lot of fighting, traveling and sometimes having sex with the female characters are shown in most video games. These video games were being the gauge of male players to reach their fantasies of being powerful.

While playing video games may have positive effects on males, it is the opposite when it comes to females. According to the advocacy organization Children Now, almost half of the top-selling console video games contain negative messages about females (Fair play, 2001).

Oftentimes, female characters were made to provide sexual excitement and to give the fantasy of masculinity to its male players. In games like Dead or Alive: Xtreme Beach Volleyball, the characters were designed having almost perfect physical characteristics dressed in very sexy swimsuits. While in the game Grand Theft Auto, players can beat prostitutes to death with baseball bats after having sex with them.

It is really unfortunate that video games are identified with male power and domination, and the inferiority of females over males is the focus of some video games.

Role of Culture and Environment on Video Games

In a day where more people are living in apartments and condominium units and parents working all day long leaving their children with their house helps, more and more children were just confined in playing video games than playing outside the streets. It is important that people should know its effects.

According to Kurt Squire (2002), there are several factors that are involved in a video game.  It can be said that video games can be used as an educational tool. Playing video games involves a lot of thinking and strategy, like the game Brain Challenge in Nintendo DS.  Games like that have “the ability to capture and keep the players attention and allow them to interact with the information in a meaningful way” (Dorman, 1997). It is said that “[g]ame developers have also developed games which promote health and provide information to children and adolescents” (Computer games, 2005).

Playing video games helps in improving social interaction of its players, contrary to speculations that players are being confined to a world that he or she only knows. Though made in a virtual set-up, a player can well interact with other players in other places thru email groups and forums. In there, they can exchange ideas, cheats or other things about the game they both enjoy thus, improving one’s ability to interact with others.

Playing video games also improves family ties. In a study stated in Kurt Squire’s essay, when a number of families were given Nintendo machines it yielded the result that video games are important part of family play, it strengthen the bonding of family members, much as any traditional game might.

On the other side, there are several things that should be considered before playing video games. Video games are said to be a source of violence, some players were just so into it, sometimes imitating the actions they play on games in real life. It also affects the problem-solving skills of a player. Sometimes they act or solve a problem the way they do it in games rather than what should be done in the real world. They tend to be the characters they play in those games. It can be said that playing video games can influence the way a player perceives himself.

Given the pros and cons of video games, it is still quite a fact that it really has increased personal freedom, reduced social hierarchy, enhanced options for leisure, and allowed a greater variety in social interaction and communication. Video games have allowed people to enjoy themselves alone or with friends.

 

 

 

References

Chandler , D. (1994, December). Video Games and Young Players. Retrieved September 25, 2008, from http://www.aber.ac.uk/media/Documents/short/vidgame.html.

Computer games – issues. (2005) Retrieved September 30, 2008, from http://wiki.media-culture.org.au/index.php/Videogames.

Dorman, S. (1997). Video and computer games: effect on children and implications for health education. The Journal of School Health, 64, 4, 133-138.

Fair play: violence, gender and race in video games. (2001).” Retrieved September 27, 2008, from http://publications.childrennow.org/publications/media/fairplay_2001b.cfm.

Ham, J. (2008). The fantasy of masculinity in a massive multiplayer online role-playing game: a comparison of Philippine and Korean experiences. (Presented at the 8th ASEAN Inter-University Conference, Manila , May 2008).  Retrieved September 22, 2008, from the MMS 100 Final Project database: http://sites.google.com/a/upou.edu.ph/mms-100-final-projects/topic-1. 

Jenkins, H. Complete Freedom Of Movement: Video Games As Gendered Play Spaces. Retrieved September 27, 2008, from http://web.mit.edu/cms/People/henry3/complete.html.

Squire, K. (2002, July 2). Cultural Framing of Computer/Video Games.  Retrieved September 22, 2008, from http://www.gamestudies.org/0102/squire/.

 

 

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