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Pre Formative Assessment (Before the beginning of November) 

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Pre Formative Assessment (Before the beginning of November) 

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- Before formative, I had slowly began to gather more research examples and case study ideas, e.g. Lara Croft developments to enhance my dissertation.
- For formative, I had prepared a change to my chapter plans, taking out the separated chapter of 'pornography,' and embedding it within all chapters and highlighting it more within my 'sex sells' chapter at the end. This gave me more of a flow throughout the chapters and mixing both video games and pornography throughout made more sense to the question.
- My question is pretty much set in stone at this point, and I begin to write a mock up of my first chapter, which centered around Lara Croft for the most part.

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- During this time after formative and before the end of semester for Christmas, my dissertation prep had slowed down, as I was having deadlines with other sectors of my degree, such as making my pre-collection for fashion design. This set me back slightly but I wasn't worried as I had a lot of research already behind me to go forward after my hand ins.

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- After Christmas when January hit, I slowly started working my way through writing the dissertation, chapter by chapter. Making changes to what research I was going to focus on and bringing new research such as a couple of new documentaries I had watched over Christmas break and different articles I had found too.
- I did less on some days and more on others, but overall I believe I found a correct balance of working through this research text, and I'm very proud of myself for what I wrote and how it has come out.

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- links to new modern technology

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2020 - 18% of females were the main protagonist in video games

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2020 - 18% of females were the main protagonist in video games

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1/3 of men prefer playing female characters

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1/3 of men prefer playing female characters

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- Is this rethinking the importance of women characters in gaming?

- Or is it another way for men to object and control?
- Statistics show older men prefer to play female characters vs younger men.
- Is it because they're safe to explore gender within the means of gaming and not real society?

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- How is societies view on women affected by the sexualisation of women in video games?
- How does the sexualisation of females in video games affect societies view on women?
- How is the male perspective affected by the sexualisation of women in video games?

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Peach and Mario

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Video games 'are still overly sexualising women'

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https://www.digitalspy.com/videogames/a800757/video-games-still-overly-sexualise-women-according-to-a-new-study/
https://www.sciencedirect.com/science/article/pii/S0022103120303917
http://psychology.iresearchnet.com/social-psychology/social-psychology-theories/objectification-theory/#:~:text=Objectification%20theory%20is%20a%20framework,view%20of%20their%20physical%20selves.
https://temple-news.com/temple-women-open-up-about-sexist-video-game-characters/
https://headstuff.org/topical/female-representation-in-video-games-history/
https://www.sportskeeda.com/esports/playing-gta-5-girl-sexism-objectification-lack-inclusion
https://www.forbes.com/sites/tomokoyokoi/2021/03/04/female-gamers-are-on-the-rise-can-the-gaming-industry-catch-up/?sh=35c0b741f9fe
https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
https://www.womeningames.org/
https://vironit.com/why-female-characters-in-video-games-have-been-less-sexy/
https://www.statista.com/statistics/871912/character-gender-share-video-games/
https://quanticfoundry.com/2021/08/05/character-gender/
https://www.digitalamerica.org/the-male-domain-exclusion-of-women-in-video-games-kayleigh-connor/
https://www.sociomix.com/diaries/lifestyle/the-female-gaze-simply-what-is-it/1607449923

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A new study has concluded video games are still overly sexualising the presentation of women - but also that this practice has declined in the last 20 years.

The study, developed by Indiana University, has collated information from 571 playable female video game characters in games produced between 1989 and 2014 - making for A LOT of gaming to draw conclusions from.

Media Communications researcher Teresa Lynch served as lead author of the study titled "Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years".

Lynch's piece found hypersexualised depictions of women who sported enlarged breasts and narrow waists were most common in fighting games such as Mortal Kombat and in games rated Teen and above.

And while the study did show that such depictions have been declining since 1995, it also ruled that female characters are often considered "secondary" to male ones.

Lara Croft is pointed out as a prime example in the study, citing her original short shorts and tight crop tops worn at her debut in 1996 being swapped out for longer trousers and more practical clothing in 2015's Rise of the Tomb Raider.
Rise of the Tomb Raider review - Lara's wearing 20 years well
Lynch's research also considered the gender divide behind the scenes, revealing that only three percent of video game developers were women in 1989, while the 30% of the industry's workforce who were female primarily worked in low-ranking positions.

"The gaming industry has faced a lot of scrutiny," Lynch said of her research (via ). "It's realising it's marginalising half its audience [by] making women characters pander to the male gaze.

"There is a dominant masculine preference and there has been toxic encounters that are gendered in nature. But the game industry has been very receptive in trying to involve more women. It's having more open conversations [about sexism] than ever before."

Hopefully we will soon see a more realistic depiction of Lara Croft on the movie screen too, as Divergent's Evan Daugherty reboots the film series with Alicia Vikander as the heroine on her first mission.

Warner Bros' Tomb Raider is working towards a March 16, 2018 release.

This content is created and maintained by a third party, and imported onto this page to help users provide their email addresses. You may be able to find more information about this and similar content at piano.io

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Video games 'are still overly sexualising women'

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A new study has concluded video games are still overly sexualising the presentation of women - but also that this practice has declined in the last 20 years. The study, developed by Indiana University, has collated information from 571 playable female video game characters in games produced between 1989 and 2014 - making for A LOT of gaming to draw conclusions from.

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Are women in video games always a reward, damsel in distress or a filler? 

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Are women in video games always a reward, damsel in distress or a filler? 

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Is the depiction of women improving in 2022? 

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Is the depiction of women improving in 2022? 

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Gaming in the UK;

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- Framework for understanding the experience of being female in a world/culture that sexually objectifies the female body.
- Suggests that exposure to over-sexualised media characters increases self-objectification and decreases body satisfaction in female users.
- This theory promotes the idea that women and girls feel pressure to monitor their physical appearance due to society's vision on the female body and how it should look.

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- Every significant main poster of GTA 5 has a woman dressed  over sexualised, showing cleavage, pretty, slim, etc.
- Women NEVER play an active role in GTA and no female character have any effect on the storyline across any of the games.
- Part of the game is to pick up these women, or known as 'prostitutes and strippers' to use and kill them for status/money within the game.
- The main protagonists wife is a stripper!

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Organisations supporting Women in gaming: 

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Organisations supporting Women in gaming: 

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'Video game designs teams often sexualise female characters to make them look appealing to men rather than giving the female characters a more practical design,' 

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'Video game designs teams often sexualise female characters to make them look appealing to men rather than giving the female characters a more practical design,' 

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- quoted by Adrienne Shaw, an associate media studies and production professor who specializes in media and game studies.

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- Objectification
- Sexualisation
- Feminism
- Toxic Masculinity
- Sexual Expression
- Pornography