Some gender studies are done on the gaming industry itself such as studies on the concepts of gender studies in video games (Marcus, 2005; Heck, 2011; Richard, 2013), the effects of gaming to the gamers (Youngblood, 2012), and the gender of the gamers (MacCallum and Stewart, 2008; Jenson, 2010). There were also gender studies about the specific characters in the games. Some focus on all the genders (Albretchslund, 2007) while some center on the female characters of the games (Schroder, 2008; Jenson & de Castell,
This is mainly due to gender norms which are presented to individuals within the gaming culture, this can have major consequences when it comes to the gender socialisation of individuals within society, as traditional gender roles wherein the female is viewed as subordinate are expected and rewarded. Therefore the portrayal of women as over-sexualised, objectified and subordinate to males depicts an inaccurate representation of female gender behaviour within video games. This can have serious implications within society as video games have become an agent within the development of identities in its players (Miller & Summers, 2007:734). Lande (1993), argues that individuals exposure to violence within video games may result in negative outcomes in relation to a small percentage of individuals who are deemed to be more impressionable and also vulnerable (Lande, 1993). Although it is only a small percentage of individuals in which this relates to, there can be significant consequences.
1.0Introduction This report aims to clarify how the video games change the underage children and analyse if the video games are good for the underage children. 2.0The Issue and background to the debate. After the smart phone have been invented, we can see people playing video games everywhere. The number of the population of the video game players is skyrocketing. According to Takahashi (2013), there is more than 1.2 billion video game players in the world.
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
This being rooted in the fact that video games often reward players for committing violent acts, portraying them as fun and normal. This brings people to believe that children will become so desensitized that they will not realize the repercussions of their actions in the real world. On the other side of the coin, people argue that video games have no effect on the children that play them. Supporters of violent video games preach that while the video game
Video games are no longer considered as Child’s Play. According to statistics in 2014, 38 percent of American video game players were older than 36 years of age and only 34 percent were younger than 18. Kids and teenagers are among the heaviest users of video games though. According to the results of a 2013 survey conducted by the Kaiser Family Foundation, on a typical day, American 8- to 18-year olds spent 74 minutes playing video games. In 2011, video and computer game spending in the United States amounted to 16.5 billion U.S. dollars.
Video Games Video game is another one of the greatest, or not, products of technology that is highly emerging today. Because of its highly entertaining features, challenging mechanics and interactive activity, many are easily hooked in it. There are over one point eight billion of people who play video games and/or other type games (computer, console, online, applications, etc.) around the world (Statista, 2015). Those people who play games are referred to as “gamers.” Among the one point eight billion gamers, one hundred fifty-five million are Americans and four out of five U.S. households own a gaming device.
This is because of the increased number of its consumers, especially children and teenagers. Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being.
Since the creation of this game the gaming industry has skyrocketed in popularity since then and has even been a source of inspiration for other media such as movies and television. (McCall 2012) Many studies on the effects of gaming on children and teenager’s: A study based in the university of Columbia has shown that children who play video games may be more likely to have better social and intellectual skills, then their child counterparts who do not play video games, it is also show that child gamers are shown to react in a calmer demeanour when faced with chaotic situation then non-gamer