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  • Classic board game’s gender bias leaves six ..

Gender bias impacts the video games we play as well, not just the people that play them

Gender Bias in Student Evaluations – Feminist …

Social Class, Gender, and Bias – Feminist Philosophers

Simply put, gender stereotypes are generalizations about the roles of each gender
Over 50% of young American women and 88% of young men currently play video games in a regular way. It is my hope that through my planned project, should my hypotheses prove correct, the issue of gender bias in the video gaming world would be documented, informing users of its reality, and possibly moving the industry toward some needed changes.

Gender Bias in American Sports: Lack of Opportunity, …

No Man Is Above Unconscious Gender Bias In The ..
The study of female gamers in the subculture has been basically overlooked, aside from a few articles, both in the world of academia and within the video game industry itself. A female-sympathetic representative of the gaming industry stated that current women video game players are the low hanging fruit and do not warrant the gaming industry’s avid attention (Taylor, 2011). T.L. Taylor (2011) suggests that by studying women who play video games, and by studying the space inhabited by female gamers, we will be able to learn more about the gaming subculture as viewed through the eyes of the minority within that subculture. But Taylor has only mentioned this idea theoretically and has not done any ethnographic work within this minority of the gaming subculture. Jo Bryce and Jason Rutter (2002) also suggest that the stereotype within the gaming subculture is that it is centered on the "anti-social teenaged male" but that there is increasing evidence of female users. By studying these female gamers one can challenge the gender-dominant stereotypes relating to the production and consumption of video games (Bryce & Rutter, 2002). As Lucas and Sherry (2004) state, the male bias in game design is problematic in that it systematically places female players at an early disadvantage in terms of their ability to control the gaming environment, which creates a vicious cycle in terms of reinforcing an inclusion-affection-control pattern that discourages female players from playing video games. It is my intention to do ethnographic research in order to garner information on a part of the American gaming subculture that is wholly overlooked and underappreciated: the female gamers.

 

Gender Bias in Student Evaluations – Feminist Philosophers

The awkward revelation regarding her onstage shut-out has ignited conversation about the Grammys' gender bias, especially in the wake of a major study on pop music's lack of female representation released last week.
This will lead to other producers catching on until almost all, if not all will be on board.
Examples of female roles in games.
Here are a few examples of female roles in video games.
Ellie from
Clementine from
Faith from
Lara Croft from
The Last Of Us
The Walking Dead
Mirror's Edge
Tomb Raider Series
Some game producers and developers are putting stamps on their games to show that they support gender equality.
Gaming producers are making a movement to get a stamp made that shows whether the game supports gender equality or not.

Their only hope comes in the form of Goona (Maisie Williams), a young girl from Nooth’s world who has been denied the right to show off her sports skills because of gender bias. — rick bentley, idahostatesman, "Nick Park’s ‘Early Man’ wonderfully full of dated material," 16 Feb. 2018
Through an initial exploration of female presence in American video gaming, I was able to formulate a set of hypotheses that I would like to use to guide further research. First, I have discovered a major theme in all articles I have reviewed on this topic: there is gender bias against women both in video games as well as in the social sphere of the gamer subculture. Female gamers, as well as the characters they play and the non-playable character (NPC) females within certain games, are consistently treated in biased ways. Female gamers are generally overlooked by the industry that serves them. In fact, the video game industry giants automatically assume that women have an "aversion to competition" and men are "better at first person shooter games because they were historically the hunters of the tribe" (Taylor, 2008:50).


Bias and Violence in Video Games.

I intend to use various methodologies to collect information on the female gamer and the female gaming minority in the gaming subculture. I aim to address my first hypothesis by researching statistics documenting the minority status of female characters in video games. According to current data, fifty percent of people in the United States play video games (Ogletree & Drake, 2007). By extensive research through gaming databases (to which I have access) I plan to find statistics showing how much of that fifty percent are female players, thus ascertaining how large of a minority they are in the gamer subculture. Secondly, I anticipate to use the same research methodology to discover current statistics regarding how many female characters are portrayed in today’s popular video games versus their male counterparts. Data from 2006 show that a mere 13.27% of video game characters are female (Schut, 2006) and I would like to explore whether this percentage has risen in the last four years or decreased. This information will indicate whether the video game industry is becoming more or less biased toward creating female characters or if they are staying on a consistent course.

Gender representation in video games - Wikipedia

Another theme within the literature on the gaming subculture is how the gaming industry has created female characters that are merely “eye candy” for male players. Perhaps the most blatant and long-standing example of this is the female heroine of the Tomb Raider game series that began in 1996 and recently released its latest game (2013). Lara Croft is a well-educated, British female who is involved in adventures raiding old tombs. Thus, she is akin to Indiana Jones, but unlike the male Indiana Jones, she wears a minimal amount of clothing and is incredibly busty. In "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games," Anne-Marie Schliener (2001) explores the gender bias female characters face within the gaming world, focusing on Lara Croft as the original example. In order to make this clear, she mentions a patch that was created by a Tomb Raider fan for the game and, at one point, was posted prominently on the official Tomb Raider website for download. The patch, called "Nude Raider," would strip Lara Croft of all her clothing so she would then play her adventures in the nude. Schliener states that by typing in the words "nude raider" in a search engine she found numerous sites offering the patch, forums requesting the patch, and 1,072,226 pictures showing Lara Croft nude as a result of the patch (Schliener, 2001). Lara Croft is, by far, not the only example of how clothing is an indicator of gender bias towards female characters in video games. Beasley and Standley (2002) explore gender bias while specifically looking at clothing in their article "Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games.” Beasley and Standley (2002) used content analysis to examine the portrayal of women in forty-seven randomly selected video games in which they found that of 597 characters coded, only 82 (13.74%) were women and the majority of those female characters wore clothing that exposed far more skin than their male character counterparts.