Research Claims There’s A Connection Between Sexist Video Games and Rape

Research Claims There’s A Connection Between Sexist Video Games and Rape

A recent study coming out of Stanford is claiming that there’s a scientific connection between sexist video games and rape. Honestly, the study is more about a connection between video games and self-objectification, but we’ll go with that they’re claiming for right now.

A sample of the sexualized avatars used in the study

The study evaluates shifts in perspectives on rape culture and physical embodiment after playing with sexualized in-game avatars. The research group went about examining these shifts by having groups of female gamers play with highly sexualized avatars and then having them answer questions regarding views on rape and sexism. A control group of female gamers playing with non-sexualized avatars were used in comparrison to those with the sexualized avatars. The study found two things: The first, that gamers who were playing with sexualized avatars were more likely to give into myths about victim-base rape culture and that, two,  when the groups were playing with characters that mirrored themselves (including having their real life faces posted on the characters bodies) the proponents were  even more likely to give into victim-blamed myths about rape.  What the research contends is that gamers embody characteristics of their avatars, which alter their real-world perspectives as players with more sexualized avatars were reported as having much more body related thoughts than those without sexualized avatars. This would contend that sexualized avatars create more self-objectification than non-sexualized avatars.

What’s this mean? It would suggest that sexist female avatars and characters have negative effect on female gamers. Beyond the consequences of being more susceptible to myth about rape, which is what the study focuses on, the research seems to suggest that inaccurate representation of females in games have harmful effects on how female gamers are viewing themselves and females in general. While the study doesn’t go into the effects that sexist video game characters have on men, it does provide evidence that sexism in video games has effects on how gamers view women, which is certainly a great issue.  With a lack of accurate a fair female representations in the gaming world, the surplus of sexist and inaccurate video game females is showing to have more and more effect on female and male gamers alike.

 

I’m not really doing the research justice, so please go check out the link to the research study’s paper that was published in Computers in Human Behavior

IGN Has Created an Interactive Mario Museum Online

Online Video Game Museums: Mario

This is just more of a fun link than anything else, but IGN has created an interactive online museum for the Mario Bros. franchise. Granted, it’s not as complete as many fans would wish it to be, but it’s a fun little time waster. With Video Games making their lasting mark on contemporary culture, museums and preservation of video game history and video game past will become important as the old hardware begins to time out (which is currently happening to many video games). Without proper preservation video game history may be lacking in the future. Digital or non-digital, video game preservation is an important issue in the video game community.

But for now, check out the online museum and play around with them bros.

Research Suggest Some Video Game Promote Unhealthy Foods

Research Suggest Some Video Game Promote Unhealthy Foods

After being gone for an extended time, the Sociology of Video Games is back!

We’re coming back today with….A research study that suggest some video games promote unhealthy food.

Don’t eat that, that’s cat food!

A Michigan State University Research team conducted a study on “Advergames” and their prevalence in the video game world. An Advergame, for those of us who don’t inherently know made up words, is defined as an online game that specifically promotes a product, service, or company.  This isn’t surprising, as marketing teams have realized the obvious connection between kids playing games and kids getting their parents to buy them things. Of course, such games have been around, even before the advent of online video games. Let’s take a quick look at some of those great titles!

McKids (1992)

McKids was the fine product of copying Mario Brothers and McDonalds. Players got the chance to play around the magical Mcdonald world of talking food products, creepy clowns, Hamburger thievery, and whatever Grimace is. If you’re up for the challenge, you may even get your hands on Ronald’s Magic Bag! Oh boy!

 

 

 

Chex Quest (1996)

 Chex Quest was the best cereal based first person shooter of all time. Taking control of The Chex Warrior, players battled their way through levels fending off Chex hating aliens. The game was released as a free-in-cereal-box title for those who bought Chex cereal. Just beware, the game will make your computer smell like Chex!

 

Playstation All-Stars Island-Sponsored by Coke Zero (2013)

One of the more recent offenders comes to us from Coke and Sony. Playstation All-Stars come together for IOS minigames and promotion of coke! All proceeds go to Coke, Sony, and having no respect.

But we have to ask: is this a concern for video game players or advertisers? These games are going to made regardless of players consuming them or not. Similarly, it begs to reason that if a company (like coke or Mcdonalds) is big enough to be able to create an entire game based around their product it’s probably not the best product in the world.

“One of the things we were concerned about was that the majority of foods that received the most interest were those that tended to be energy dense — high in calories — and not high in nutrients,” said Lorraine Weatherspoon, a co-director of the project and an associate professor of food science and human nutrition. “These foods typically included high-sugar snacks and cereals as well as instant or canned soups, sugar-sweetened beverages and several types of candy products.”

Well..yeah, that’s because those companies that are big enough and well known enough for these types of marketing stunts to actually work are products that kids and consumers already know about.

So what’s to be done? Should Video Games cut ties to big corporation and marketing stunts all together? No, because that’s not something that can  realistically happen. Corporations are going to make games to market their products just like anyone can make a video game to push whatever strange idea or thought they have. If anything we shouldn’t be surprised that corporations are using video games to promote their unhealthy products.

Do Game Developers Need to do More to Prevent Addiction?

Published recently in Addiction and Research Theory, a paper entitled “Social responsibility in online videogaming: What should the videogame industry do?” questions whether developers of online video games should actively do more to prevent players of their games from getting addicted. Should they? Will they?

Before we delve into the content of the paper,  we should make note that video game addiction has become a growing problem over the years, grabbing many headlines and creating quite the concern. For some statistics about video game addiction, I’d advise to head over to www.techaddiction.ca for some interesting facts about this problem.

ONTO THE PAPER I SAY!

The paper has already gained notice in the press, as both the BBC and Washington Post have written articles about it:

Do video game makers owe it to players to keep them from getting addicted?

Do Online Game Developers Need to Do More to Prevent Addiction

The paper, given what we know about addiction to video games, calls for developers to decrease some of the elements in their games that cause addictive tendencies. This includes decreasing the number of long missions, decreasing the importance of doing repetitive tasks for the sake of leveling up characters (Grinding or farming), and making crazy uber-rewards for players who sink countless hours into the game. While many gamers may find these aspect of their favorite games essential, they’re often the most time consuming and addicting parts of them. Should game developers comply? Is it reasonable to be asking them to take measures to prevent addiction when video game addiction, for all intensive purposes, is financially positive?

While some of what the paper calls for seems a little far fetched, specifically taking out grinding,  some publishers have already taken steps to prevent their games from getting overly addicted. For example, Blizzard Entertainment, the maker of World of WarCraft and most of the games that will get you addicted, took out a reward in WOW for players who reached the highest level possible to prevent gamers from over doing it for the sake of obtaining this reward. Likewise, warning of over-playing have been used in numerous games in the past. Nintendo, for example, ask players to take a break from playing in several of their games if they exceed a certain number of hours in game. Similarly, games like Animal Crossing even go as far as to only allow players to do certain content during normal hours of the day, not giving players much to do during night hours. These little reminders, while easily ignored, do help to remind gamers that they need to step away from their gaming devices every once and awhile.

With gaming getting more and more intertwined with daily life, it’s only natural that more and more gaming will become addictive. You can talk with your friends, watch shows with them and even share content, so the need to remove yourself from your gaming devices is lessening. So perhaps it is up to gaming developers to at least try and make some in-game  attempt to prevent their players from over addiction. It’s not crazy, honestly; we ask our manufacturers of Alcohol to ask their consumers to not over do it. Social responsibility for their products is not asking too much of game developers. After all, a healthy gaming populace is a happy gaming populace.

If you have an opinion, please let me know! I’m very interested to learn what players of MMOs and other games that fall into what the media calls “addictive” think about this matter. Not being a MMO player, or much of an online gamer, myself I can really only take the stance of an outsider on this.

 

Tropes vs Women in Video Games – Part 3:Damsel in Distress

The third installment in the Tropes vs Women in Video Games series has been released today. I’m not going to say anything about it,  but here’s a brief description:

This is the third installment in our three part mini-series exploring the Damsel in Distress trope in video games. In this episode we examine the rare Dude in Distress role reversal and then take a look at the use of “ironic sexism” in retro inspired indie and mobile games. We conclude with an investigation of some titles that attempt to subvert or deconstruct the traditional damsel narrative.

Can Video Games Help Alleviate Dyslexia?

Can Video Games Help Alleviate Dyslexia?

A recent study out of the University of Padua in Italy found some interesting findings on the results that video games have on those with dyslexia.  The study, although very small, found that participants with dyslexia had their reading speeds increased after sessions of playing action-based video games. This begs the question: Can video games help kids with dyslexia improve their reading ability?

The Study: A research group at the University of Padua measured the improvements in reading scores of 20 kids with dyslexia after playing video games. One group had nine 80 minute sessions of playing an action-based video games, while the other group had nine 80-minute sessions of playing a non-action based video games. Essentially, one group played something akin to Sonic and one group played something akin to Professor Layton

Stay away from my dyslexic kids LAYTON!

The Results:

The study found that the kids who played action-based video games had their reading speeds increase moreso than those who played the non-action-based video game. Likewise, the scores outpaced the normal improvements children with dyslexia naturally gain over the course of a year. Thus, there seems to some evidence to suggest that playing action-based games that require a lot of shifting of attention may help kids with dyslexia improving their reading speed.

It can’t just be Krato’s menacing stare that is causing these improvements with action-based video games and not others. The researchers suggest that action-based video games hone visual attention skills, which are lacking in children with dyslexia. Action-based video games help hone these skills by constantly making the player shift their attention and focus in game. This could mean that children with dyslexia can actually benefit from scheduled playtime with games that are more action based. An issue for many parents with kids with dyslexia, the article points out, has been keeping their children’s interest in the programs meant to help alleviate dyslexia, an issue video games typically don’t have with kids.

Obviously more study will have to be done on this issue before anyone can call it definitive evidence, but it is interesting to say the least. I would be interested to see how video games rank in helping dyslexia compared to the gains found in organized programs, if such results are found. But who knows, maybe this is something parents with kids with dyslexia look into- they’ll be playing video games already most likely, so why not choose something a little more action based like Sonic or Mario Kart

Nintendo and Racial Under Representation

This is a picture of the character select screen from Super Smash Brother Brawl, a fighter featuring many of Nintendo’s main characters. You may notice it, but something is certainly lacking in this picture (No..It’s not MegaMan)

Nintendo has been in the video game industry for well over 30 years, and the number of franchises and characters they have created is unrivaled in the industry. However, Nintendo certainly has been slow to change on certain issues (Wi-Fi, DLC, Account Systems, hardware, etc). They’re by no means the most dynamic developer out there, despite revolutionizing the industry many times over. One issue that they seem to be trailing behind is that of racial representation in video games.

Let’s think for a moment: How many non-white Nintendo characters can you think of? How many characters of color? I can think of two: Doc Lewis from Punch-out, and maybe Ganondorf.

What gives Nintendo? Two characters out of hundreds, neither of whom are playable and one of which is a villain. There may be some characters in the Fzero universe, but who knows the characters outside Captain Falcon from Fzero? So we’re essentially left with zero, and there are certainly no protagonist who are non-white.

Another concerning issue comes from their lack of customization to include non-white players. For example, the recent Animal Crossing allows players to customize nearly every aspect of their character and city. One feature lacking is the ability to change or choose your characters skin tone. Gamers of colored have asked “Why can’t my character’s skin color match my own”?

It’s only recently that Nintendo has allowed players to choose between male and female, so why has an option for skin tone been missing from most games? Mii’s skin can be darkened or lightened, so why not in game? This isn’t isolated to Animal Crossing either, as games like Pokemon lack this ability as well.

Reasons Given for the lack of diversity:

“Most of Nintendo’s characters were created in the NES days, non-white characters would be more difficult to distinguish”

This excuse may have worked when Nintendo was first developing for arcades, but certainly the NES was powerful enough distinguish non-white characters. As I mentioned, Doc Lewis and several of the punch-out casts were characters of color, so it was certainly possible. Even McKids featured a non-white playable character. Is Nintendo really unable to do what McKids can? Regardless, Nintendo has had 20+ more years to make more characaters, and with expanding universes like the Zelda universe there’s no reason why Nintendo can’t create more diverse characters.

“Japan isn’t as diverse as we are”

I understand that Nintendo is a Japanese company, and racial diversity isn’t as big of a concern in Japan as is it here, but being one of the foremost worldwide gaming developers Nintendo has to consider a wider audience. Being a Japanese company hasn’t stop other developers from creating characters of color. Likewise, Nintendo’s mascot is an Italian plumber- I don’t think they’re letting region dictate their characters.

So there you have it. While I am singling out Nintendo, this issue goes far beyond the big N. Characters of color have traditionally been very underrepresented, and often misrepresented, in video games. Varying studies have been done on the representation of race in video games, and they hardly even come out too positive. As the video game industry progresses, it’s important that we demand diverse and interesting characters. Children who are non-white need positive heroes and protagonist just as much as their white peers.

Lessons on the Social World: Kirby

2012 Marked the 20th anniversary of everyone’s pink ball with an oral fixation: Kirby.  This week I finally got around to picking up the Kirby 20th anniversary collection, and playing through some of the games got me thinking. What is the Kirby franchise instilling on the world? What life lessons are we learning about the social world as we go around stealing other people’s abilities?

So that brings me to-

Lessons on the Social World: Kirby

With games spanning over two decades, Kirby has been a household name for sometime. I grew up playing his games- Kirby’s Adventure is still one of my favorite games of all time, and in my top 5 NES titles of all time. The franchise has always been one of unbridled happiness; there’s not a dark bone in it and the characters and settings ooze of pink silliness (That sounds terrible, actually).

EXPERIMENTATION

Kirby is a man..woman..puff ball… of many hats. The biggest gameplay quirk in the Kirby franchise comes from the ability to take enemies abilities and use them to your will.  Kirby can obtain abilities anywhere from wielding a sword to turning himself into a laser; if you can steal it, you can do it.  Some may say he’s a down right dirty stealer, who murders his victims and steals their best abilities. All of that is true. Kirby is a terrible monster, but it’s pretty fun to be a monster. One could theoretically go through out an entire game and only use Kirby’s basic abilities, but wheres the fun in that? Kirby teaches us that to get through life you have to take on many different roles and aspects; ya gotta be multifaceted. That’s a great lesson to learn. Learning how to go with the flow and take on roles as they come to you will serve our youth well.

OCCUPY DREAMLAND!

Kirby is a political activist, in case you didn’t know. He’s not getting bogged down in litigation or special interest; he’s taking his message to the streets! The original Kirby’s Dreamland tells the tale of our hero, Kirby, going after the tyrant King Dedede. Dedede has stolen all of dreamland’s food and is keeping it all for himself, so it’s up to Kirby to redistribute the goods to the people of Dreamland. Of course, through Kirby’s political maneuvering King Dedede eventually reaches across the aisle and sees the errors of his way, but whats this classic tale of a greedy king telling us? It’s social resistance, of course!  Kirby doesn’t stand by and just watch the powers that be take and take, he takes action and rebels! That’s a good lesson to learn, but hopefully it won’t lead our youth to distrust royal birds. The emperor penguin would be screwed.

You Gotta Suck to be The Best

Collaboration. Kirby teaches us that we gotta work together. Whether that means taking someone’s abilities, or working with your friends, the Kirby franchise is all about team work. Kirby is aided by his friends in many of his main outings, and they enable to take on bigger and better heists of powers and foods. Sure, Kirby’s friends aren’t exactly the type of company you’d care to keep- one is a fish that seems orally fixated on having Kirby in his mouth, one is a blog that seems to get some sort of weird fix out of rubbing her body all over Kirby, and one is an tyrant king who steals food from poor inhabitants and forces creatures in servitude. But hey, you gotta make strange bedfellows to get anywhere in this world. Also, sometimes it’s just good to rely on yourself…the many duplicate copies of yourself that is…I don’t know how that transfers over, other than maybe a promotion of cloning. We’re in strange ethical waters now..

Things are more serious in America

A more absurd takeaway from the Kirby franchise is in Nintendo’s promoting of the series via official artwork. Over the years, Nintendo of America has made some odd alterations to the official box arts design they receive from Japan, most notably is that they have switched an otherwise happy Kirby to an angry Kirby on several of the franchises box arts. Why? Who knows. Maybe NOA thinks Americans like their characters pissed. Or maybe there’s something about heading outside of Japan that just makes Kirby naturally angry. It could be that the boxarts just do it themselves; Kirby perhaps hates America! If there’s one thing that we can take away from all this is that America is a much more serious place than the whimsical land of Japan, where pink balls have the delight of going on adventures without anger or frustration. What a terrible land we live in that does this to creatures whom only want to suck and feast on the bounty of abilities in their way.

Other quick Lessons!

  • Eat what you want and when you want, even if that thing is alive and fighting.
  • Trees are can and will attack you.
  • Anything and everything can be used as a weapon, as long as it’s in your mouth.
  • Yarn is both epic and beautiful.
  • Eating strange things may give you powers.

So that’s it. I know this article was a little skimpy on the sociology and, well, anything redeeming, but I hope it was worth a smile or two. The Kirby games are great games, for young and old. They’re virtually harmless games, they’re great ways to introduce platformers to younger kids and casual gamers. So, here’s to another 20 years of the pink ball that couldn’t stop sucking.

Do Video Games Help Us Accept Failure?

We’ve all been there. If you’re a gamer, there’s a chance you’ve died. Not literally of course, because that would be silly. Video games test our skills, and more often than we would like to admit: we fail. We fail hard. I know I’ve had countless deaths at the hand of Robot masters, thousands of deaths in the Mushroom Kingdom, and more deaths you can imagine at the hands of Eggman. For most people, failure is a big no-no; we hate doing it, and when we do failure we take it hard. However, gamers are seemingly ok with failing in video games and, more often than not, the failure just makes them want to continue playing.

Ridiculously difficult games have always had their niche audience, but games that are exceedingly difficult have become far more popular this console generation with games like Dark Souls and Demon Souls promoting being the hardest of the hard. Are we masochists for playing these games? What about difficult games appeal to us? Shouldn’t we want to stay away from games that are difficult and make us fail more? Logically, yes. We logically should want to stay away from things that make us fail….And yet we don’t with video games. Why?

It could be that we perhaps enjoying failing. Maybe we’ve always secretly wanted to just lose to Donkey Kong Jr. in Super Mario Kart on the SNES repeatedly until the Cartridge stopped working, but we didn’t because it wasn’t socially acceptable. Sure, you could just pass it off as being bad at the game, but eventually people would get suspicious. Wondering why you, a grown man, couldn’t defeat the adolescent ape who is by far the slowest racer in the game. Things would also get confusing when you’d be miraculously better in Versus mode against your friends, so you’d pretend to lose to keep the lie going; anxiously hoping they don’t find you out for the perverse desire to lose to that tank top wearing ape that was constantly swilling through your mind. You could even try and go get help for this issue, but the looks and stares of the medical professional just makes you sick to your stomach. Eventually they’re moving out all of your stuff out of your room, seeking to find that hidden Mario Kart cartridge you have hidden away in the loose woodplank beneath your bed. “YOU’LL NEVER FIND IT!” you scream from your full body constraint, only to receive another injection of tranquilizer to calm you down. Muttering ” “DK Jr. Just likes the bananas” as you fade out of consciousness, you might even wonder if it’s all just one big trick devised by that dimwitted Donkey Kong……

What? Where was I?

Oh, failure in games. This paradox of why we typically avoid failure, and yet go to video games despite the fact that we often fail at them is what Jesper Juul evaluates in his recent essay “The Art of Failure: An Essay on the Pain of Playing Video games”  . Juul, an assistant professor at NYU’s Game Center,the most compelling video game program in the country, explores what he calls “paradox of failure”

I dislike failing in games, but I dislike not failing even more. There are numerous ways to explain this contradiction, and I will discuss many of them in this book. But let us first consider the strangeness of the situation: every day, hundreds of millions of people around the world play video games, and most of them will experience failure while playing. It is safe to say that humans have a fundamental desire to succeed and feel competent, but game players have chosen to engage in an activity in which they are almost certain to fail and feel incompetent, at least some of the time. In fact, we know that players prefer games in which they fail. This is the paradox of failure in games.

And that’s only the start of it! Is this a valid paradox? Furthermore, how does failing at video games shape us in the outside world? Does it make us more prone to failure? More okay with failing? These are all valid questions, some of which Juul touches on in his essay. He notes that we don’t like games that are too easy, which is true. Most gamers much rather play a game that’s overly difficult, like Ninja Gaiden, than games that are overly easy, like Pokemon Snap.

He describes people having a “separate rule” for video games, one in which people don’t adhere to the same regulations and attitudes in games as they would in real life. That’s certainly true, as if a partner of mine in the video game dies I don’t blink, but the same can’t be said for the real world. Separate rules for separate worlds. Seems fair. Juul is also very much aware that video game failures don’t come at the same cost as real world failures, so the stakes are much lower when one fails in the video game world. Of course this is a determining reason: knowing that you can take another stab at a problem, most of the times immediately in video games, makes failure a lot more comforting. I can imagine it wouldn’t go over too well if in their next game Bungie only allowed you to die once. Gamers wouldn’t be too happy and players would take their failures in the game much, much harder.

I have separate rules for separate worlds:you steal flowers from my flowerbed in the real world and I don’t care, you do it in Animal Crossing and I’ll send your nasty mail for weeks.

 

I don’t have too many answers on this topic, but Juul’s piece has made me rethink failure in video games. I don’t know if I view failure any differently because of being such an avid gamer, as failure in real life certainly stings, but certainly video games have made me fail quite a bit. If video games do make individuals view failure differently than non-gamers, then something tremendously sociological can be said about the impact that video games have on our socialization. Video games certainly do teach us lessons and ways of life, so perhaps it’s not too far fetched that Video games are teaching us how to deal with failure.

You can read an excerpt of Juul’s essay here!

It’s really interesting stuff. I say this because I both think it and hope to score brownie points with Juul for the sake of getting in NYU’s MFA program one day. Mostly the former…because he’ll never see this, and god help me if he did.

 

Media Molecule Studio Director: “It takes women working on games for games to change”

Media Molecule Studio Director: “It takes women working on games for games to change”

In a recent interview on BBC Radio, Media Molecule Studio Director Siobhan Reddy addressed the issue of gender in the gaming industry. For anyone who doesn’t know of Media Molecule’s work, they’re the studio behind the real-time sock puppet life-simulator that is “Little Big Planet”

“We have a lot of women within the industry who run studios and pack a mean punch, the influence of women within the industry is pretty great, but we need to see that on the game design and programming side as well.”

What Reddy refers to is the lack of female representation in gaming, be it through the lack of female protagonist or the lack of industry focus. As I’ve mentioned before on this blog, with female gamers making up nearly 50% of the gaming population, it’s certainly time for the industry to take notice and start making accurate representation of females in games and making more games that appeal to females and both males and females.

Reddy herself is in a small majority, as most studios are still run by males and the gaming industry in general is a male dominated one.   She believes by empowering females to design and make games that the gaming industry will change for the better. We’ve certainly seen the call for this in other avenues, such as the girl scouts promoting young girls to design video games.

“It takes women working on games for games to change. I know there are all sort of discussions about where it is now and where it has been but I’m interested in where it’s going… particularly like the type of things we’re making at Media Molecule and lots of other studios are making, games which are for both genders and all ages.”

So who knows, will these call for more females to enter the gaming workforce make for diverse and fair games? One can hope. Meanwhile, we can all make our Sackboys as awesomely feminine as we want.

Neat.