Nguyen 1 Thomas Nguyen Michael Andreasen Writing 39C 10 April 2014 Online Interactions in Video Games: How Gender Stereotypes Make Them Hostile In 2012, Anita Sarkeesian, a popular feminist blogger, attempted to expose the mistreatment, stereotypes, and tropes of women in video games by starting a Kickstarter funding campaign that would help her explore and publicize the female “tropes” in video games. The funding goal of $6,000 was reached in less than twenty-four hours, and soon became an extremely popular campaign on Kickstarter, with users pledging over $160,000 dollars to the project. However, users on the internet quickly began to harass her because of her campaign. Harassers sent pictures to Sarkeesian of her face on a female body An example of the offensive derogatory images that were sent to Sarkeensian's mailbox after the campaign was started. These were shared to the public by Sarkeensian herself through her Twitter account. (Lewis) being raped by male video game characters, vandalized her Wikipedia page, and attempted to hack her personal accounts. One man from Ontario, Canada was so offended, in fact, that he created an interactive “Beat up Anita Sarkeesian” game that takes Sarkeesian’s face and applies bruises and blood. In the description of the game, he argues that Sarkeensian was using her gender as an excuse to “scam” money and obtain “sympathy” (Lewis). This misogynic reaction to a female attempting to prove sexism exists in video games provides some insight into the mindset and environment of video games on Nguyen 2 the internet. When it comes to the online video game environment, female gamers are radically mistreated and misrepresented. Video gaming is often perceived as a “masculine” activity. Jo Bryce and Jason Rutter, on their analysis of gaming gender tendencies, show that many experts provide analysis and evidence that society associates technology and gaming with “masculine culture” (280). When it comes to women and their representation in video games, it is evident that this masculine perception of video games alters the way society treats and perceives women and their associating gender stereotypes. Research has shown that gender stereotypes significantly influence attitudes that the opposite gender has towards the other. Survey research results directed towards college students by Jennifer Jewell and Christia Spears Brown, from the University of Kentucky, show that “social stereotypes” are factors in the behaviors of adolescents, An example of an outfit that is available to the protagonist of Lollipop Chainsaw, a hack-andslash zombie game. Even though the main protagonist is an aggressive female, she is sexualized and objectified greatly. (Bennett) with young men “directing more assertive sexualized behaviors toward young women” when gendered stereotypes are involved (602). This is important because patriarchal and sexist stereotypes regarding women are often reinforced in video games; for example, it has been analyzed that many games contain “gendered, patriarchal, and stereotypical representations of females,” and often lack female characters in general (Kuznekoff). By analyzing game content and its effects on children, Tracy L. Dietz, a professor in anthropology, has shown that the reinforcement of gender roles and stereotypes in video games warrants attention; exposure to gendered, patriarchal stereotypes contribute to “negative” and “traditional” gender identities for women, as well as shape the behavior and expectations directed towards them (426). Nguyen 3 With games being the fastest growing industry of any entertainment media, these stereotype-enforcing games engrain young gamers with skewed perceptions on genders. (Dill, Brown, & Collins) If neglected, these reinforcements manifest themselves in the future as influences for misbehavior and sexual harassment against women not only in social interactions occurring in real life, but also in video games; specifically, in social interactions over games. Popular online video games today include a social feature that did not exist until recently: online social interactions. Millions of computer gamers participate in Massively Multiplayer Online Role-playing Games (MMORPGs), which provide a graphical platform and environment for users to socially interact across the world online (Kuznekoff). Due to these staggering numbers, it is no surprise that online interactions became an appealing feature of this gaming genre; in fact, research by Mark D. Griffiths, a psychology professor specializing in video game addiction, shows that both males and females establish good relationships within the games that can last a lifetime (Cole & Griffith 581). However, under the seemingly positive data presented to support online interactions, there still exist problems with online social environments that directly correlate with gender stereotypes and their reinforcement in games. In a study conducted at Ohio University, researchers found that online An example of a message shown at a panel hosted in a gaming convention (known as PAX East) that chronicled the harassment females received in online interactions. (Patterson) male gamers often sexually harassed or negatively interacted with female gamers, and that female gamer cues in online interactions were often met with “derogatory gendered language” (Kuznekoff 551). The two genders, male and female, are treated differently online, with women expecting negative interactions more often (Kuznekoff 543). Kuznekoff and his research group Nguyen 4 created three accounts on Xbox Live for Halo 3: one to represent each the male, female, and neutral genders (546). They provided data on the gender treatment phenomenon through these accounts, showing that player responses to female gender cues were met with three times as many negative comments compared to the male voice or no voice (541). There were no correlations to explain this harassment-like behavior other than the gender; factors such as skill level in the game, wins or losses, had no correlation to negative comments. However, there was a correlation between “female adjusted skill level” and the frequency of negative comments (541). It becomes evident that a player’s gender plays a significant role on how a player is treated in online social interactions. In order to understand why females are treated inappropriately in online interactions, it is important to understand the scope of the gender stereotypes reinforced in video games and how they affect the treatment of women online. As stated before, female characters in video games are often portrayed in overly sexualized ways that will bring attention to their bodies; this can strongly influence the way young males conceptualize females (Dietz 439). Female characters are rarely the game’s main protagonist or hero; as a regular character, females are consistently portrayed as “beautiful, busty, scantily sex objects” (Dill, Brown & Collins). From a young age, children look to define gender identities by correlating occurrences that happen in their lives to gender roles and identities (Dietz 427). With video games rising in popularity, it is no surprise that the stereotypes existing in these video games negatively influence the way children associate these gender identities, specifically young males and adolescences (Dietz). A study conducted by researchers attempted to examine how exposure to these stereotypes and sexualized female content can influence and change the way men perceived sexual harassment. They exposed participants in one group to images of sexualized female video game characters, and another Nguyen 5 group of participants to respected professional women. They found that both participant groups responded differently to sexual harassment judgments, with the males exposed to the sexualized images being more tolerant of sexual harassment than the males exposed to the “professional” images (Dill, Brown, & Collins 1406). It is evident that the reinforcement of these stereotypes regarding women in games negatively affects the way men perceive women, and the way The image utilized by Dill, Thill, and Collins in their exposure research. The left image represents the "sexualized" female while the right one represents the professional female. (1405) they interact with them. Many researchers state that this sexualized portrayal of women correlates strongly with the way gamers behave towards women (Fox, Tang, Dill, Collins, Thill, Morawitz & Mastro). These stereotypes can be reinforced to the extent where gamer males will think radically differently about women and treat them negatively. A two-part study concerning video game characters that was conducted by researchers found that gamers thought of women as “extreme physical specimens.” They believed women to be “objects of men’s … fantasies” and that women were “less important than men” (Kuznekoff 543). These negative and sexual perceptions of women then influence the way female gamers are conceptualized. The resulting sexual conceptualization shape the way users behave towards women in these online gaming interactions. Although Kuznekoff states that there is no clear “exact” reason for this discrepancy, he does state that gender stereotypes in games lead researchers to “predict that women will be treated differently than men” and that “…women will experience more negative communication or punishment than men” (554). According to Jesse Fox and Wai Yen Tang, professors of Nguyen 6 communication from Ohio University, there has been research that supports the fact that online games can be a “hostile environment for certain players,” and that players perceived as outsiders typically fall into this category (314). Fox argues that this may be what females are categorized as: outsiders, due to their lack of representation and reinforcement of stereotypes in games. Females are also be categorized as outsiders due to the fact that games are usually The graph above shows the results of the sexual harassment polls after exposure to the set of images by Dill, Thill, and Collins. (1406) Notice how the results for men greatly skew between professional and stereotypical exposure. There is a strong correlation between the perception and correlation of female representation. associated with males (315). With the combination of the fact that games are often associated with masculinity and women are perceived as sexual objects in game content, women are definitely the minority, and treated as such in online interactions. These minorities, when attempting to participate in online video games, are targets for harassment, and according to Fox and Tang, this is especially true if “[these minorities] do not conform to expected behaviors” (315). This is much like social interactions and cultural ideals that have been enforced in our society in real life, which have shaped how the ideal man and women should behave, and what they should or should not do. History has shown that men have been associated with being of a “higher status” than women which then result to “expectations of dominance and leadership.” Women, on the other hand are associated with being emotional, submissive, unassertive and subdominant. According to Fox, Nguyen 7 when women “violate this [social] expectation” they are “penalized for being assertive or [dominant]” because of their perceived low status (315). The hostile and misogynic environments that stem from gender stereotyping have negative consequences on people. Women experience negative psychological effects in misogynistic environments, and men who are hostile towards women (due to games) are more likely to quit their jobs (Fox and Tang 318). Audrey L. Brehm, a researcher of sociology based at the University of Colorado, agree with Fox and Tang that players should be held responsible for negative behaviors against females and acknowledge them, which in turn would allow females to enjoy the game without fear of harassment (Brehm). However, Kuznekoff states that there is a possibility that game moderation by the game companies may be ineffective, as it is possible that gamers themselves, even if the game interactions and content are altered, reinforce these negative stereotypes on their own (12). Adrienne Holz Ivory from Virginia Tech agrees with Kuznekoff and argues that these stereotypes are “guided by the same stereotypes that also shape the nature of our non-mediated, everyday interactions” and that because of this, gender stereotyping and female harassment are difficult to combat (155). Due to the complexity of the problem, not many solutions have been proposed by researchers. Fox and Tang argue that game reporting systems, which are systems that flag inappropriate behavior to the game moderators, should be less tolerant of harassment towards “outsiders” (318). Fox and Tang also argue that the gamers themselves should also be cognizant that they are creating a hostile environment, and by reinforcing “masculine norms” they are causing harm to other players (318). They also state that females may engage in gender swapping (pretending to be the opposite gender) in order to avoid sexual harassment (154). Carol Pinchefsky, a game analyst contributor to Forbes and New York Times, argues that developers Nguyen 8 and companies of games should discourage sexual harassment by encouraging their players to speak up against harassment when observed; this, she argues, would alter the “social stigma” and shape the gaming community to better welcome female players (Pinchefsky 2). Danielle Keats Citron, the professor of law at the University of Maryland, states that online sexual harassment can be combated by proposing a “civil rights agenda,” which would allow the court of law to officially recognize the impact of online sexual harassment, not only within video games but overall. She argues that the implementation of a civil rights agenda would alter the public’s “understanding” of the problem and influence the way courts and law enforcement “perceive and respond to” cyber harassment and legitimize court and governmental efforts to defeat online gender harassment (411-412). If no action is taken, then not only females, but all video game minorities will continue to have to tolerate harassment and derogatory language. This becomes a concern since video games are rapidly expanding and becoming more popular. Due to the fact that gender discrimination cyber bulling in online interactions within video games is a relatively new topic, not many solutions, analyses, and data have been proposed, although many studies agree that this gender discrimination in online games warrant future research (Kuznekoff, Dill, Thill, Beasley, Standley, Fox & Tang). Nguyen 9 Works Cited Beasley, Berrin, and Tracey C. Standley. "Shirts vs Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games." University of Kentucky. Mass Communication & Society, 2002. Web. 12 Apr. 2014. Bennett, Matthew. Example of the one of the choices for the main protagonist's outfit in Lollipop Chainsaw, a game released by Grasshopper Manufacture. Digital image. EGM Now. EGM Now, 8 Mar. 2012. Web. 24 Apr. 2014. Brehm, Audrey L. "Abstract." National Center for Biotechnology Information. U.S. National Library of Medicine, 04 Dec. 2013. Web. 24 Apr. 2014. Bryce, Jo, and Jason Rutter. 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