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Author: Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen
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Year: 2001
Article Title: Fair play? Violence, gender and race in video games
Journal:
Volume: 0
Edition:
Issue:
Pages: 36
ISBN/ISSN:
Source of Funding: Funding Source Not Stated in Paper
Study Design: Content Analysis
Publication Type: Report
Age Group:
URL:
Abstract: The goal of this study was to examine and compare the composition of video games with regard to violence, gender, and race. For each of the six video game consoles and for personal computers the ten most popular games were critiqued. First a macro-level analysis looked at general trends in content. Then a micro-level analysis was used to examine the intersection of individual characters' gender, race, role, and level of aggression and victimization.

Each of the games was also rated for its girl-friendliness based on a point system developed in a previous study. Points were given for elements like female player-controlled characters, cooperative play, and the ability to create something. Violence featured prominently in almost every game and there was never punishment for killing. In fact, when players killed this was nearly always justified and encouraged through rewards.

Among the choices of player-controlled characters, 73% were male people. However, it was more likely for a child to end up with an animal character than with a female human. Half of the women characters in the games were simply props or bystanders. Meanwhile, the men were competing. Male characters were overly muscular and were the ones to display physical aggression more often while showing few effects when on the receiving end of violence. Female characters tended to use verbal aggression, scream, share, help, and nurture or do nothing. Women heroes contented with the extra challenge of looking sexy while doing their brave deed. There were very few girl-friendly video games, but PC games did much better than console games. In games for younger children only white characters existed.

Among games for older kids racial representation was poor and stereotypes were only reinforced. Out of 1,716 characters, not a single Latina woman existed. Black women (for the most part) were not active participants. There were only three Native Americans and one of them had an active role while the other two were props. Meanwhile, Asian, Pacific Islander, and African American men were portrayed mainly in sports as vicious or superhuman competitors. In terms of victimization, Latinos were shown exhibiting the most pain even though they were portrayed almost exclusively in sports where injuries should not be as devastating as in more violent games. While 43% of white characters showed pain and physical harm when injured, only 15% of African Americans did. Black women were much more likely than anyone else to be the victims of violence. © Center on Media and Child Health
Keywords: Adolescent Attitudes
Adolescents
Aggression
Aggression (Media Content)
Anger
Body Image
Characterization
Child Attitudes
Children
Communications
Computer Attitudes
Computer Games
Computer Literacy
Computers
Consequences
Content Ratings
Death and Dying (Media Content)
Demographics
Desensitization
Female Attitudes
Femininity (Media Content)
Gender Differences
Gender Roles (Media Content)
Gender Studies
Male Attitudes
Masculinity (Media Content)
Perception
Product Packaging
Racial Differences
Realism
Rewards
Role Models
Self Esteem
Self Perception
Sexual Attitudes
Sociology
Sports (Media Content)
Stereotypes (Media Content)
Victims (Media Content)
Video Game Systems
Video Games
Violence (Media Content)
Weapons (Media Content)

 

 

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