Consequences of Sexism in Representation within Games & Other Media
Reading up on sexism in the games industry. Any good links on the effects (if there are any) of representation?
Lots of interesting info on how representation affects legislation, but I haven't found any quantitative measures regarding representation and reported sexism.
I'm breaking the question down into two parts:
1. How female people are represented.
2. Representation matters. A lot.
Part 1: How female people are represented.
(Collins (2011) did a great job summarizing a lot of existing literature, so I'll draw from it freely for this section.)
The depressing state of the representation of female people in media is epitomized by this quote:
There was little discussion in any of the papers regarding content that might depict women particularly positively... Given what we know from the articles in these issues, there are likely to be few such portrayals, making it difficult detective work to track them down, and obtaining enough of them for a quantitative analysis even more taxing.
Positive portrayals of female people in the media are so few and far between, they could not analyze them.Â
In 1950, the 2.5:1 disparity in representation of men:women in prime time television mirrored the disparity in representation within the workforce. Today, the workforce ratio dropped to 1.2:1, but the prime time portrayal ratio hasn't budged.
In G-rated films, the ratio is 2.57:1.
In music videos from music-oriented TV channels it is 3:1.
In video games it is 6:1.
Female people are highly underrepresented in media, compared to their proportion of the population and role within the workforce.
However, the level of representation is only part of the picture â when they are represented, a dramatic inequity exists in terms of how. From Downs and Smith (2010), here are some statistics on characters from the 20 best selling console games:
Feature: % occurrence in women / % occurrence in men ||| % women in games rated E / % men in games rated E
Sexually revealing clothing: 41% / 11% ||| 33% / 18%
Partially / totally nude: 43% / 4% ||| 22% / 1%
Unrealistic body proportions*: 25% / 2% ||| 44% / 1%
Small waist**: 40% / 1% ||| 56% / 0%
Breast size (voluptuous): 26% / na ||| 11% / na
Inappropriate attire: 16% / 2% ||| 9% / 0%
Collins (2011) was careful to distinguish between sexual content, and sexualization. Female and male people can be sexual without being sexualized. The article notes popular press often confuses these, referencing the negative press against the positive image produced by Dove's âbeauty has no age limitâ campaign as an example. Objectification is a key difference.
Paek et al (2011) found that male people in the US were more commonly portrayed in professional (13.9 vs 5.4 %) and office (55.6 vs 45.9 %) roles. They also made up more of the prominent (38.9 vs 30.2 %) and assisting (27.8 vs 11.1 %) characters. The large majority of voice overs are done by male people (72.8 vs 27.2 %).
These are things we see all around us.
That such a thing as the Bechdel test can even exist, let alone be failed, is kind of ridiculous. Yet, somehow the movies I watch fail time and time again. I can't recall seeing a movie that would have been failed by the male-equivalent.
Part 2: Representation matters.
There is an interesting consequence to the skewed representation that I â as a white male â hadn't even realized:Â Those portrayed less frequently in media learn to identify with characters from the better represented group. That is, female and black people can both identify with white male characters far better than white males can relate with female or black characters (Collins 2011).
This brings about a blatant problem of the dominant group identifying (and perhaps sympathizing) less readily with minority groups than vice versa. The problem perpetuates itself: if the dominant group displays inflexibility in their preferences, while other groups do not, the casting decisions to maximize success at the box office become clear.
Grabe et al (2008) performed an expansive meta-analysis, finding that female people with greater exposure to media have decreased levels of body satisfaction, more deeply internalized the thin ideal, and more eating disorder symptoms.
Quantified examples of the influence of perceived gender roles on childrenâs behavior are plentiful. For example, Croft et al (2014) found that mothers' explicit gender role beliefs predicted childrenâs explicit gender role beliefs, that fathers' explicit gender role beliefs and mother's explicit self-stereotyping predicted childrenâs explicit self-stereotyping, that fathers' explicit gender role beliefs, implicit gender role attitudes, and contribution to domestic chores predicted stereotyping of childrenâs career aspirations.
Games probably more strongly modify our behavior than non-interactive types of media. Bandura (1977) outlines a theoretical framework of human-behavior modification. It argues we humans have substantially more sophisticated and long-term belief systems guiding our behavior than animals like Skinner's rats or Pavlov's dogs (Sorry, The Office: conditioning Dwight with Altoids probably wouldn't work without his express conscious awareness).
Through rationalizations, our beliefs and behaviors have substantial resistance to chance and logically disconnected events. Basically, we interpret the world through our understanding of reality.
Of the four sources that can modify self-perceptions (performance accomplishments, vicarious experience, verbal , and emotional arousal), performance accomplishments have the greatest influence. Thanks to their interactive nature, games can modify our beliefs about our abilities and potential more than other types of media.
Yang (2014) provides an interesting example of the impact of performance accomplishments. 141 white university students (65% female) played either WWE Smackdown vs. Raw (2010) or Fight Night Round 4, using 3rd person perspective. They played either a black or a white character, and then took a test of implicit associations between black and white faces with weapons such as guns and hand grenades (note: neither game involved use of such weapons). Playing a black character resulted in a higher probability of associating black faces with weapons (mean = 0.61, standard deviation = 0.53) than white faces (mean = 0.39, standard deviation = 0.35).
They also found that those playing a black character gave an average of 115% more hot sauce to someone who'd said they âstrongly dislikeâ hot sauce. @_@
Games are a powerful tool for modifying behavior and attitudes. Unfortunately, rather than aiding underprivileged groups, they are being utilized as tools for perpetuating and reinforcing negative stereotypes & oppression.
Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change.Psychological review, 84(2), 191.
Collins, R. L. (2011). Content analysis of gender roles in media: Where are we now and where should we go?. Sex Roles, 64(3-4), 290-298.
Croft, A., Schmader, T., Block, K., & Baron, A. S. (2014). The Second Shift Reflected in the Second Generation Do Parentsâ Gender Roles at Home Predict Childrenâs Aspirations?. Psychological Science, 0956797614533968.
Downs, E., & Smith, S. L. (2010). Keeping abreast of hypersexuality: A video game character content analysis. Sex Roles, 62(11-12), 721-733.
Grabe, S., Ward, L. M., & Hyde, J. S. (2008). The role of the media in body image concerns among women: a meta-analysis of experimental and correlational studies. Psychological bulletin, 134(3), 460.
Paek, H. J., Nelson, M. R., & Vilela, A. M. (2011). Examination of gender-role portrayals in television advertising across seven countries. Sex Roles, 64(3-4), 192-207.
Yang, G. S., Gibson, B., Lueke, A. K., Huesmann, L. R., & Bushman, B. J. (2014). Effects of Avatar Race in Violent Video Games on Racial Attitudes and Aggression. Social Psychological and Personality Science, 1948550614528008.