"Rise of the Strong Female Protagonists - Representation of Women in Contemporary American Cinema" Cinema has always been an integral part of a culture and has been presenting various ideals of the time such as gender roles. American Cinema has been abundant of gender representation and through many years the roles of men and women have been presented according to the formulaic stereotypes. For a long time up to the present, men have dominated the movie industry and have been depicted as saviours and protectors while women have often been presented as the weaker sex, objects of desire or just as the support of male characters. Even though it is not diffucult to enumerate a few movies such as Avengers, X-men, Fantastic Four, and Guardians of Galaxy in which women are strong, males still outnumber them, the plot is not fully focused on females and they are treated more like supporting characters. Considering other movies from the last few years such as Non-Stop or The Wolf of Wall Street it is easy to spot that men and women are still often presented in a typical gender manner.
Violent Video Games The culprit? While video games certainly have a decorated history of violence, they have been unfairly attributed for real life violence for way to long. Games with violent undertones have been in existence for nearly forty years. Attempts are continually made to focus on the violent effects that these video games supposedly have on players of all ages. Violent video games are not responsible for violent actions in the real world.
There are new types of addictions that are doing a lot of harm to the public, such as phone addiction, tobacco addiction, even video game addiction. Addictions are everywhere. Even you might have one, but it might not be that obvious. Video game addiction does exist, and even though not many people paid attention to it, it is causing more trouble than you can imagine. One of the biggest problems of video games is violence.
Typically a video game consists of the main character trying to fulfill some sort of purpose, at least in most AAA games. Action packed, male-driven, overly sexualized women is one type of games which most companies publish. This brand of games, AAA games such as GTA 5 and Temple Run contradicts indie games such as Papers, please and Even Cowgirls Bleed. Furthermore, their representations of the typical gender stereotypes are quite different as well. “Female characters rarely appear, and that when they do, they are mostly in a submissive, secondary role” (Jansz & Martis 2007).
Issues such as stereotypes, objectification, overly sexualised characters mostly female and poor representation of female characters for example ‘damsel in distress’. These issues have been changing over time but are still within the media today. I want to discuss in this essay positive female archetypes within games and be able to compare overused female stereotypes in games to heroic female archetypes that give a fresh outlook to the games media and to female characters. Heroic Archetypes and Gender Bias in Video Games - There are still a number of stereotypical female characters that are representing women in games in a old fashioned, overused way. Some examples of these stereotypes are Glados from the Portal game series.
The primary issue facing management in this case is that while Nintendo continues to create gaming products, they are not keeping up with their global competition to the best of their ability. Nintendo is a company that has had great success in the last 150 years in the gaming market. They have prided themselves in keeping their cultural traditions alive, while producing competitive games and software devices for gamers around the world. The game console and video game market is changing rapidly as technology advances. Companies such as Apple and Microsoft have introduced new platforms of gaming that allows users to participate on-the-go, and also involve a social media aspect to it.
In short, Fight Club presents the idea that women’s powered status has make men to become more feminine. The fact that women are now stronger then before causes men to become confused about where they belong in the society. The two characters of Tyler and The Narrator shows opposite kind of men: the feminine one and the masculine one. The character of Marla symbolizes every woman even though she is not feminine. She is a woman who is presented in a very sexual way.
Can Video Games Make People Violent Or Affect Lives In A Negative Way. You always hear people saying violent video games can make you a more violent person, then you hear people defending video games saying that video games do nothing wrong and instead its the peoples problem. People have been arguing over this debate for many years. I will be writing about violent video games and how they don 't make you more violent. There 's lots of people who play violent video games but many of them aren 't violent at all and the people who happen to be actually violent can and have put a bad stigma over parts of the gaming community.
In the last 10 years many things have changed in our life, especially after the electronic renaissance. Not only social media effects our life but video games do as well, many people believe that these games effects are bad to health, but many of these people think that these games can change people, make them go crazy or even killers, specially violent video games, they think that the game would turn into reality. Although they have point, a lot of people disagree with them. I think that video games don’t promote aggression even the violent one. The society has bigger problems to solve and comparing them to video games, I feel that the video games problem is a silly one, people kill each other because of the wrong polices, not a silly game.
The video game industry has face constant criticism dating back to the early 80’s and 90’s related to video games depicting acts of violence and exacerbating adult themes. As special interest groups and committees petitioning the lower court system and Supreme Court for judicial and legislative decision to ban or regulate the sale of video games violent in nature to minors. (Donovan, 2011) However, the court’s verdict placed the artistically designs and storylines of the game designers fall under the protection of the First Amendment of the U.S. Constitution. Although the committee argued with future technological advancements video games’ elements and graphical would reproduce exact reproduction of real-life scenarios and human-like in game characters, with minors capable of performing unspeakable acts of violence against the characters.