Topic > Genre Games - 1206

Electronics, social networks and video games are all tools used by today's society to ward off boredom or express themselves in a non-anonymous or anonymous way. The use of electronics and social networks has become deeply ingrained in today's culture. Doing without Facebook, Twitter or an iPhone/phone is unusual by current standards in developed countries. With the fact that electronics and social networks have become the norm, the use of electronics and social networks as catalysts, video games and games have become a norm in today's generation. A large number of men and a small amount of women play video games constantly around the world. Looking at gender in a binary way, there are clear differences between male and female video game audiences. Similar to a game's audience, there are major differences in the ideals the video game industry places on male and female characters; protagonist and supporting character. Recognizing that there are differences in audiences and the industry's representation of gender, video games are considered a predominantly male activity. The sexualization of a “strong” female protagonist, the representation and strong participation of male audiences and characters, and the use of video games as an escape from a “feminine” world all point to the idea of ​​a “masculine” dominated field. . Video games can be considered a predominantly male activity as there are more male gamers than female players. Female gamers represent approximately 39% of the audience, but “[w]hile the [Entertainment Software Association] boasts that women make up 39% of video game players, studies of children's video game playing habits have found considerable gender differences. .... middle of paper ......ch 31.5 (2004): 499-523. Print. Ogletree, Shirley Matile and Ryan Drake. "College students' video game participation and perceptions: differences in gender and implications." Sex Roles 56.7-8 (2007): 537-42. Print. Sanford, Kathy, and Leanna Madill. "Resistance Through Video Game Play: It's a Guy Thing." 2013. Men's Lives. By Michael S. Kimmel and Michael A. Messner. 9th ed. New York: Pearson, 2006. Print. Williams, D., N. Martins, and J. D. Ivory , Race, and Age in Video Games." New Media and Society 11.5 (2009): 815-34. Print. Yes, Nick. “Maps of Digital Desire: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: new perspectives on genre and games. Ed. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Y. Sun. Cambridge, MA: MIT, 2011. 83-96. Press.