Although the digital gaming industry is in continuous growth, with an increasing number of gamers around the world, females and males, playing videogames remains a gendered practice (Hayes, 2005) and the video games industry itself does not seem to grow as a more gender-inclusive environment (Chess & Shaw, 2015). According to Mia Consalvo, Canadian researcher in Game studies, in the early 2000’s, it was still a news to the mainstream press that women played games as well as men. Nonetheless, the number of women playing games is steadily rising. Gaming consoles such as Nintendo DS and Wii have brought many females players into the gaming public, as well as mobile and social games designed for iOS, Android devices, and social media platforms …show more content…
Many theories are based on the types of games that men and women generally play and their preferences, drawing conclusions from characteristics associated to each gender. For example, the fact that women play puzzle games has been associated to the “problem-solving” innate tendency of females. Nevertheless, this interpretation does not take into account the accessibility of games. Girls may play such games because they can be played in a short period of time or because they do not own a gaming console at all. Males, on the other hand, get better access to games. Parents would rather purchase a console for their son, instead of their daughter, because of the bias of gaming as a masculine practice (Margolis & Fisher, 2002; Hayes, …show more content…
Generally, there is a lack of female characters in games, and most of them are represented as sexualized objects, or in a stereotypical way (e.g. the princess). Female characters are objectified or fetishised, and fulfil the roles associated to feminine skills and features. Also, the market presents a great variety of “masculine” themed games, in which male characters are represented as violent and strong (war, competition, sport games…). This aspect of gaming certainly contributes to be unappealing or offensive to girls, who at this point do not feel welcome to join the game (Bryce & Rutter,
In her article “When Kids Play Across Gender Lines” CNN reporter, Emanuella Grinberg uses many elements to show why we should remove gender-specific toy marketing. Grinberg uses both fact and stories to develop her argument. Both of the stories Grinberg uses in her article support my argument that gender-specific marketing harms kids because it can ultimately lead to kids getting bullied. Her first story comes from author of Calling on Toy Retailers to Eliminate Gender-Based Marketing, Carrie Goldman. Grinberg then uses multiple points from Goldman’s book to support her argument.
As of today, people are generalized to specific ideas, and life choices because of their gender. Despite being more open-minded, the general public still manages to keep each other limited to doing certain things just because of their sex. This is prevalent in the development of younger children. Jane McManus authored the article, “Gym Class Heroes—Making It Better For Girls Who Just Wanna Play Football,” where she highlights one common stereotype branded on girls. The article includes a prominent amount of personal experience, tone, and pathos making it credible to only a certain extent.
These boys’ games can help boys learn teamwork and sense of justice, build their moral imagination, and improve their creativity and writing skills. There is no doubt that girls’ games are much less dangerous and more positive and calm, but it doesn’t mean girls’ games are better than boys, or these games could
Are video-games a sport? In recent years a pressing topic that has surfaced, especially among parents to children involved in such activities. I am of the belief that they are as real of a sport as football and hockey and that professional gamers should for all intents and purposes be considered athletes. And I write this in hopes of convincing even the most stubborn of reader that video games are, in fact, a sport.
World War Video Games In Steven Johnson ’s essay “Games” (2005), he constructs his argument by saying that playing video games is no better or worse than reading, it is simply exercising different skills. What kept my interest in this short essay was the fresh take on the subject on how video games effect young adults. He addresses the audience knowing they will agree with his contrast of the two subjects or take it to be completely true. His explanation of it allows him to reach even the biased of readers to accept the rest of his argument.
For instance, numerous expansive schools doesn 't have numerous understudies taking part in game groups therefore numerous groups will have less players, so picking young ladies is ideal to satisfy the void spots in the group, furthermore joining guys and females will allow them to take an interest in the game that they need. While playing sports, colleagues will figure out how to rely on upon each other and how to utilize their own qualities to make the group win. With groups being involved young ladies and young men, our young ladies and young men can gain from each other the significance to construct these abilities. There is a famous story about a tennis star Serena Williams was named Sports Illustrated 's 2015 "Sportsperson of the Year." The U.S. ladies ' soccer group stood firm against being compelled to play on turf, which they claim is a sexist practice, after their great World Cup win.
In Carmen Tieu’s, “Why Violent Video Games are good for girls,” she argues that playing first person-shooting games can be good for girls because it allows them to feel like they have accomplished something by beating guys at their own games. It also lets them to play without listening to what others say about girls playing violent video games. They can give girls a different way of bonding with males and allow them to feel like a player and not a “girl.” Tieu also claims that it gives girls an inside on how guys act while playing these violent games. She usually stays home and plays video games on Saturday nights, and listening to what guys say about girls when she is on XBOX Live irks her.
Introduction and background of the issue Video games, use of computers and Wii games are extensively used by the youth of every nation. These new world accessories have become a menace for the health of children and this issue has been studied in many researches. Researches also highlighted that excessive use of video, computer and Wii games have detrimental effects on the health of children (RSK, 2014). However, Wii and Xbox games keep children pretty much in action but there are a lot of games which keep the children sitting for hours with poor posture. Many such issues have caused severe back problems in children and thus, several researches concluded that playing too much video games and spending half or more of the day in front of video games and screens causes psychological problems along with physical problems in children.
Video games have been around for over 50 years and are still going strong today. Games have changed in many ways since the time they started. They went from space war and basic pong to call of duty and the elder scrolls. With the massive amounts of games out there we need to classify them into groups. We will be discussing Platformers,role playing games, and shooters.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students”  or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games . However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Hunter Bowen English 3 12/06/17 Research Paper Format of the Essay PlayStation versus Xbox Everyone can find solace in some sort of videogame. In today’s life we can find them everywhere. Whether we are on PC, console, or smartphones we can play almost any game. I always have these friends who fight about which is better. Even though Xbox has the in-game graphics and exclusives, PlayStation takes the win because of the online gameplay and processing chip.