Recently we have talked about women and cmc in lecture and
it just so happened to parallel my crim 453 class lecture “the objectification
and victimization of women.”
In video games such as Grand Theft
Auto, Tomb Raider, and Anime series’ unfortunately it isn’t uncommon to see
women objectified and often victimized. For example, in Grand Theft Auto women
are often portrayed as prostitutes or trophies.
Sometimes players are even given monetary rewards for being violent and
beating up these women.
Surely
these video games are rated ‘M’ for ‘mature audiences’ in attempt to keep young
avid video gamers from exposure to such violence. Although there are these
attempts by society, it depends on the individual household. If a child asks
for this rated ‘M’ game there are mothers that will say no way, its rated ‘M’
for a reason, you can wait. Then there are mothers that will run out the next
opportunity they get and purchase the game for their child. Once it is in the
child’s hands they are exposed to different virtual worlds that they might not
be mature enough to understand yet. By not being able to understand this it may
lead to future difficulties for children, including but not limited to,
difficulties distinguishing between real life and virtual life and what’s
expected and excepted in virtual life verses real life.
By these
video games objectifying and victimizing women, although it wasn’t meant for a
young audience, that young audience may think its okay to do the same in real
life. Adding to the never-ending vicious cycle.
In an
article I found about this vicious cycle provides research about the relationship
between the two. Media psychologist Dr. Karen Dill-Shackleford (2011) stated
that when women are constantly shown as sex objects rather than a counterpart,
constantly represented as demeaning and degraded, and constantly portrayed as
submissive, this supports anti-women and violent attitudes.
Even in
video games rendered towards young audiences such as Mario Bros women are used
as damsels in distress. For example, Princess Peach (or Daisy; point being that
it is a female character) is placed in a situation that she can’t escape from
on her own, rather she must be rescued from the ‘bad guy’ by a dominate male
character. When questioned about the issue brought about by this plot,
developers say it is still being used today, and will continue to be used,
because the damsel in distress is an ‘easy motivation.’
If something
is easy everyone would do it, hence probably why Nintendo refuses to let up on
the reigns of portraying women as weak or victims. It’s easy enough for
everyone to play, therefore possibly higher sales. It seems more like a
lucrative business move on their part rather than re-modifying the game so that
it doesn’t promote violence in an already highly violent society. Whether Nintendo
realizes it or not their video games are just as at fault for promoting
violence as others such as Tomb Raider. Even though there isn’t as much gore or
weapons, it doesn’t matter how much violence is physically incorporated, the
ideology is there and that’s what matters most. Playing video games at a young
age and being exposed to this is probably partially at fault for the
expectation of more violence as their gaming progresses. The older they become,
the more challenges they want to encounter, more gore, etc.