Research Article
BibTex RIS Cite

Gender and Racial Stereotypes of Video Game Characters in (MMO)RPGs

Year 2019, Issue: 34, 100 - 114, 30.12.2019
https://doi.org/10.17829/turcom.514500

Abstract



 Internet and related new communication environments have also caused many changes in social and cultural structures. Games which are a mass communication medium, provide a space where players can easily obtain images, ideas, and evaluations to determine their own behavioral schedules. There are a number of studies that have included a variety of methodologies and data sources to determine whether or not video games, are also a direct influence on people’s thoughts and behaviors such as traditional media environments that address millions of people. Today, MMORPGs are becoming more and more difficult with increasingly difficult tasks and wars. Different types of media such as visual and print media are the platforms that people can meet different stereotypes. Stereotypes are common thoughts that they are not private and carried on by sharing within the same community. While stereotype has a more uniform quality, prejudice can encompass a large number of stereotypes (ex, race, religion, sex stereotypes). This study aims to determine whether or not there is a relationship between gender and racial stereotypes of video game characters and variables such as race, gender, body types, and sexual portrayal-attire. Of the 107 RPG games that were examined, there were a total of 273 (46.2%) male characters and 318 (53.8%) female characters. Results of the chi-square analysis indicated that there were significant distribution differences between dependent and independent variables. 

References

  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122. doi:10.1016/j.adolescence.2003.10.009
  • Arriaga, P., Esteves, F., Carneiro, P., & Monteiro, M. B. (2006). Violent computer games and their effects on state hostility and physiological arousal. Aggressive Behavior, 32(2), 146–158. doi:10.1002/ab.20111.
  • Beasley, B., & Collins Standley, T. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication and Society, 5(3), 279–293. doi:10.1207/s15327825mcs0503_3
  • Bem, S. L. (1974). The measurement of psychological androgyny. Journal of Consulting and Clinical Psychology, 42(2), 155–162. doi:10.1037/h0036215
  • Behm-Morawitz, E. (2014). Examining the intersection of race and gender in video game advertising. Journal of Marketing Communications, 23(3), 220–239. doi:10.1080/13527266.2014.914562
  • Chavan, S. E, (2016). Augmented Reality vs. Virtual Reality: Differences and Similarities. Advanced Research in Computer Engineering & Technology, 5(6), 1947–1952.
  • Courtney, A. E., & Whipple, T. W. (1983). Sex stereotyping in advertising. Toronto: Lexington Books
  • Cruz-Neira, C., Sandin, D. J., & DeFanti, T. A. (1993). Surround-screen projection-based virtual reality. Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH ’93. doi:10.1145/166117.166134
  • Devine, P.G. (1989). Stereotypes and prejudice: Their automatic and controlled components. Journal of Personality and Social Psychology, 56, 5–18
  • Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), 425–442. doi:10.1023/a:1018709905920
  • Dill, K. E., & Thill, K. P. (2007). Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions. Sex Roles, 57(11-12), 851–864. doi:10.1007/s11199-007-9278-1
  • Donnelly, K., & Twenge, J. M. (2016). Masculine and Feminine Traits on the Bem Sex-Role Inventory, 1993–2012: a Cross-Temporal Meta-Analysis. Sex Roles, 76(9-10), 556–565. doi:10.1007/s11199-016-0625-y
  • Downs, E., & Smith, S. L. (2009). Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis. Sex Roles, 62(11-12), 721–733. doi:10.1007/s11199-009-9637-1
  • Golombok, S., and Fivush, R. (1994). Gender Development. New York: Cambridge University Press.
  • Hamilton, E. A., Mintz, L., & Kashubeck-West, S. (2007). Predictors of Media Effects on Body Dissatisfaction in European American Women. Sex Roles, 56(5-6), 397–402. doi:10.1007/s11199-006-9178-9
  • Harrison, K. (2003). Television viewers’ ideal body proportions: The case of the curvaceously thin woman. Sex Roles, 48, 255–264.
  • Hsieh, H-F., & Shannon, S.E. (2005). Three Approaches to Qualitative Content Analysis. Qualitative health Research, 15(9), 1277-1288.
  • Jackson, L. A., & Games, A. İ. (2015). Video Games and Creativity. Green Editor & J. C. Kaufman Editor (Eds.), Vıdeo games and creatıvıty (3-38). London: Academic Press.
  • Kavuncu, N. (1987). Bem Cinsiyet Rolü Envanteri'nin Türk toplumuna uyarlama çalışması. Yayınlanmamış yüksek lisans tezi, Hacettepe Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
  • Knight, G. L. (2010). Female Action Heroes: A Guide to Women in Comics, Video Games, Film, and Television. Santa Barbara, California: Greenwood.
  • Kondrat, X. (2015). Gender and video games: How is female gender generally represented in various genres of video games? Journal of Comparative Research, 6(1), 171-193.
  • Lavine, H., Sweeney, D., & Wagner, S. H. (1999). Depicting Women as Sex Objects in Television Advertising: Effects on Body Dissatisfaction. Personality and Social Psychology Bulletin, 25(8), 1049–1058. doi:10.1177/01461672992511012
  • Malpas, J. (2009). On the Non-Autonomy of the Virtual. Convergence: The International Journal of Research into New Media Technologies, 15(2), 135–139. doi:10.1177/1354856508101579
  • McQuail, D. (2010). McQuail’s Mass Communication Theory, 6th edition. London: SAGE.
  • Mcquail, D., Windahl, S. (1994). Communication Models for the Study of Mass Communications. London: Routledge.
  • Mou, Y., & Peng, W. (2008). Gender and Racial Stereotypes in Popular Video Games. Handbook of Research on Effective Electronic Gaming in Education, 922–937. doi:10.4018/978-1-59904-808-6.ch053
  • Mou, Y., & Peng, W. (2008). Gender and racial stereotypes in popular video games. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 922–937). Hershey: IGI Global.
  • Neuendorf, K. A. (2010). Content Analysis—A Methodological Primer for Gender Research. Sex Roles, 64(3-4), 276–289. doi:10.1007/s11199-010-9893-0
  • Qian, M., & Clark, K. R. (2016). Game-based learning and 21st-century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. doi:10.1016/j.chb.2016.05.023
  • Özkan, T., & Lajunen, T. (2005). Masculinity, Femininity, and the Bem Sex Role Inventory in Turkey. Sex Roles, 52(1-2), 103–110. doi:10.1007/s11199-005-1197-4
  • Robinson, T., Callister, M., Clark, B., & Phillips, J. (2009). Violence, Sexuality, and Gender Stereotyping: A Content Analysis of Official Video Game Web Sites.
  • Rouner, D., Slater, M. D., & Domenech-Rodríguez, M. (2003). Adolescent Evaluation of Gender Role and Sexual Imagery in Television Advertisements. Journal of Broadcasting & Electronic Media, 47(3), 435–454. doi:10.1207/s15506878jobem4703_7.
  • Sherry, J. (2001). The effects of violent video games on aggression. A meta-analysis. Human Communication Research, 27(3), 409–431. doi:10.1093/hcr/27.3.409.
  • Sink, A., & Mastro, D. (2016). Depictions of Gender on Primetime Television: A Quantitative Content Analysis. Mass Communication and Society, 20(1), 3–22. doi:10.1080/15205436.2016.1212243
  • Stankiewicz, J. M., & Rosselli, F. (2008). Women as Sex Objects and Victims in Print Advertisements. Sex Roles, 58(7-8), 579–589. doi:10.1007/s11199-007-9359-1.
  • Summers, A., & Miller, M. K. (2014). From Damsels in Distress to Sexy Superheroes. Feminist Media Studies, 14(6), 1028–1040. doi:10.1080/14680777.2014.882371.
  • Thompson, T. L., & Zerbinos, E. (1995). Gender roles in animated cartoons: Has the picture changed in 20 years? Sex Roles, 32(9-10), 651–673. doi:10.1007/bf01544217
  • Weber, R. (1990). Basic content analysis. Newbury Park, CA Sage Publications.
  • Wohn, D. Y. (2011). Gender and Race Representation in Casual Games. Sex Roles, 65(3-4), 198–207. doi:10.1007/s11199-011-0007-4
  • Valentini, P. P., & Pezzuti, E., Gattamelata, D. (2010). Vırtual Engıneerıng In Augmented Realıty. In J. S. WRIGHT Editor & L. M. HUGHES Editor (Eds.), Computer Anımatıon (57-83). New York: Nova Science Publishers, Inc.
  • Vandenbosch, L., Driesmans, K., Trekels, J., & Eggermont, S. (2016). Sexualized Video Game Avatars and Self-Objectification in Adolescents: The Role of Gender Congruency and Activation Frequency. Media Psychology, 20(2), 221–239. doi:10.1080/15213269.2016.1142380

(MMO)RPG Video Oyun Karakterlerinin Cinsiyet ve Etnik Stereotipleri

Year 2019, Issue: 34, 100 - 114, 30.12.2019
https://doi.org/10.17829/turcom.514500

Abstract











Oyunlar yalnız bireyler üzerinde doğrudan etkili olmakla kalmayıp, toplumun kültürü, bilgi birikimi, normlarını ve değerlerini de etkilemektedir. Milyonlarca kişiye hitap eden geleneksel medya ortamları gibi video oyunlarının da kişilerin düşünce ve davranışları üzerinde yönlendirici etkisi olup olmadığına yönelik çeşitli metodolojiler ve veri kaynaklarını içine alan birçok araştırma bulunmaktadır. Günümüzde MMORPG tarzı oyunlar gittikçe daha zor görev ve savaşlar hale gelmektedir. Görsel ve yazılı medya gibi farklı medya türleri, farklı stenotipteki insanları buluşturabilen platformlardır. Stereotipler, kişisel olmayan ve aynı topluluk içinde paylaşılarak sürdürülen ortak düşüncelerdir. Stereotipler daha homojen bir yapıya sahipken, önyargılar ise çok sayıda stereotipi (örneğin, ırk, din, cinsiyet klişeleri) kapsayabilmektedir. Bu çalışma, video oyunu karakterlerinin cinsiyet ve etnik stereotipileri ile ırk, cinsiyet, vücut tipleri, cinsel tasvir, kıyafetleri gibi değişkenler arasında bir ilişki olup olmadığını belirlemeyi amaçlamaktadır. 107 RPG oyunda yer alan toplam 273 (% 46,2) erkek ve 318 (% 53,8) bayan karakter incelenmiştir. Ki-kare analizinin sonuçları, bağımlı ve bağımsız değişkenler arasında anlamlı farklılık olduğunu göstermiştir 

References

  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122. doi:10.1016/j.adolescence.2003.10.009
  • Arriaga, P., Esteves, F., Carneiro, P., & Monteiro, M. B. (2006). Violent computer games and their effects on state hostility and physiological arousal. Aggressive Behavior, 32(2), 146–158. doi:10.1002/ab.20111.
  • Beasley, B., & Collins Standley, T. (2002). Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication and Society, 5(3), 279–293. doi:10.1207/s15327825mcs0503_3
  • Bem, S. L. (1974). The measurement of psychological androgyny. Journal of Consulting and Clinical Psychology, 42(2), 155–162. doi:10.1037/h0036215
  • Behm-Morawitz, E. (2014). Examining the intersection of race and gender in video game advertising. Journal of Marketing Communications, 23(3), 220–239. doi:10.1080/13527266.2014.914562
  • Chavan, S. E, (2016). Augmented Reality vs. Virtual Reality: Differences and Similarities. Advanced Research in Computer Engineering & Technology, 5(6), 1947–1952.
  • Courtney, A. E., & Whipple, T. W. (1983). Sex stereotyping in advertising. Toronto: Lexington Books
  • Cruz-Neira, C., Sandin, D. J., & DeFanti, T. A. (1993). Surround-screen projection-based virtual reality. Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH ’93. doi:10.1145/166117.166134
  • Devine, P.G. (1989). Stereotypes and prejudice: Their automatic and controlled components. Journal of Personality and Social Psychology, 56, 5–18
  • Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), 425–442. doi:10.1023/a:1018709905920
  • Dill, K. E., & Thill, K. P. (2007). Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions. Sex Roles, 57(11-12), 851–864. doi:10.1007/s11199-007-9278-1
  • Donnelly, K., & Twenge, J. M. (2016). Masculine and Feminine Traits on the Bem Sex-Role Inventory, 1993–2012: a Cross-Temporal Meta-Analysis. Sex Roles, 76(9-10), 556–565. doi:10.1007/s11199-016-0625-y
  • Downs, E., & Smith, S. L. (2009). Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis. Sex Roles, 62(11-12), 721–733. doi:10.1007/s11199-009-9637-1
  • Golombok, S., and Fivush, R. (1994). Gender Development. New York: Cambridge University Press.
  • Hamilton, E. A., Mintz, L., & Kashubeck-West, S. (2007). Predictors of Media Effects on Body Dissatisfaction in European American Women. Sex Roles, 56(5-6), 397–402. doi:10.1007/s11199-006-9178-9
  • Harrison, K. (2003). Television viewers’ ideal body proportions: The case of the curvaceously thin woman. Sex Roles, 48, 255–264.
  • Hsieh, H-F., & Shannon, S.E. (2005). Three Approaches to Qualitative Content Analysis. Qualitative health Research, 15(9), 1277-1288.
  • Jackson, L. A., & Games, A. İ. (2015). Video Games and Creativity. Green Editor & J. C. Kaufman Editor (Eds.), Vıdeo games and creatıvıty (3-38). London: Academic Press.
  • Kavuncu, N. (1987). Bem Cinsiyet Rolü Envanteri'nin Türk toplumuna uyarlama çalışması. Yayınlanmamış yüksek lisans tezi, Hacettepe Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
  • Knight, G. L. (2010). Female Action Heroes: A Guide to Women in Comics, Video Games, Film, and Television. Santa Barbara, California: Greenwood.
  • Kondrat, X. (2015). Gender and video games: How is female gender generally represented in various genres of video games? Journal of Comparative Research, 6(1), 171-193.
  • Lavine, H., Sweeney, D., & Wagner, S. H. (1999). Depicting Women as Sex Objects in Television Advertising: Effects on Body Dissatisfaction. Personality and Social Psychology Bulletin, 25(8), 1049–1058. doi:10.1177/01461672992511012
  • Malpas, J. (2009). On the Non-Autonomy of the Virtual. Convergence: The International Journal of Research into New Media Technologies, 15(2), 135–139. doi:10.1177/1354856508101579
  • McQuail, D. (2010). McQuail’s Mass Communication Theory, 6th edition. London: SAGE.
  • Mcquail, D., Windahl, S. (1994). Communication Models for the Study of Mass Communications. London: Routledge.
  • Mou, Y., & Peng, W. (2008). Gender and Racial Stereotypes in Popular Video Games. Handbook of Research on Effective Electronic Gaming in Education, 922–937. doi:10.4018/978-1-59904-808-6.ch053
  • Mou, Y., & Peng, W. (2008). Gender and racial stereotypes in popular video games. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 922–937). Hershey: IGI Global.
  • Neuendorf, K. A. (2010). Content Analysis—A Methodological Primer for Gender Research. Sex Roles, 64(3-4), 276–289. doi:10.1007/s11199-010-9893-0
  • Qian, M., & Clark, K. R. (2016). Game-based learning and 21st-century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. doi:10.1016/j.chb.2016.05.023
  • Özkan, T., & Lajunen, T. (2005). Masculinity, Femininity, and the Bem Sex Role Inventory in Turkey. Sex Roles, 52(1-2), 103–110. doi:10.1007/s11199-005-1197-4
  • Robinson, T., Callister, M., Clark, B., & Phillips, J. (2009). Violence, Sexuality, and Gender Stereotyping: A Content Analysis of Official Video Game Web Sites.
  • Rouner, D., Slater, M. D., & Domenech-Rodríguez, M. (2003). Adolescent Evaluation of Gender Role and Sexual Imagery in Television Advertisements. Journal of Broadcasting & Electronic Media, 47(3), 435–454. doi:10.1207/s15506878jobem4703_7.
  • Sherry, J. (2001). The effects of violent video games on aggression. A meta-analysis. Human Communication Research, 27(3), 409–431. doi:10.1093/hcr/27.3.409.
  • Sink, A., & Mastro, D. (2016). Depictions of Gender on Primetime Television: A Quantitative Content Analysis. Mass Communication and Society, 20(1), 3–22. doi:10.1080/15205436.2016.1212243
  • Stankiewicz, J. M., & Rosselli, F. (2008). Women as Sex Objects and Victims in Print Advertisements. Sex Roles, 58(7-8), 579–589. doi:10.1007/s11199-007-9359-1.
  • Summers, A., & Miller, M. K. (2014). From Damsels in Distress to Sexy Superheroes. Feminist Media Studies, 14(6), 1028–1040. doi:10.1080/14680777.2014.882371.
  • Thompson, T. L., & Zerbinos, E. (1995). Gender roles in animated cartoons: Has the picture changed in 20 years? Sex Roles, 32(9-10), 651–673. doi:10.1007/bf01544217
  • Weber, R. (1990). Basic content analysis. Newbury Park, CA Sage Publications.
  • Wohn, D. Y. (2011). Gender and Race Representation in Casual Games. Sex Roles, 65(3-4), 198–207. doi:10.1007/s11199-011-0007-4
  • Valentini, P. P., & Pezzuti, E., Gattamelata, D. (2010). Vırtual Engıneerıng In Augmented Realıty. In J. S. WRIGHT Editor & L. M. HUGHES Editor (Eds.), Computer Anımatıon (57-83). New York: Nova Science Publishers, Inc.
  • Vandenbosch, L., Driesmans, K., Trekels, J., & Eggermont, S. (2016). Sexualized Video Game Avatars and Self-Objectification in Adolescents: The Role of Gender Congruency and Activation Frequency. Media Psychology, 20(2), 221–239. doi:10.1080/15213269.2016.1142380
There are 41 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies
Journal Section Research Articles
Authors

Uğur Bakan 0000-0003-0117-3731

Ufuk Bakan 0000-0001-7302-9398

Publication Date December 30, 2019
Submission Date January 18, 2019
Published in Issue Year 2019 Issue: 34

Cite

APA Bakan, U., & Bakan, U. (2019). Gender and Racial Stereotypes of Video Game Characters in (MMO)RPGs. Türkiye İletişim Araştırmaları Dergisi(34), 100-114. https://doi.org/10.17829/turcom.514500

All articles published in the Turkish Review of Communication Studies are licensed under the Creative Commons Attribution-NonCommercial 4.0 International License.