| "Manhandling Joysticks & Pushing
Buttons -Gender and Computer Games".
“Are
girls put off or discouraged from video gaming by gender representations
and expectations?”
I have studied this question with a view to discovering possible reasons
why females are less likely to game, the implications of their disassociation,
and possible solutions. I wanted to see if girls feel oppressed by gaming
stereotypes, and to assess the damage caused to their chances with technology.
I wished to discover why gaming is a boy’s only culture, and to
see how the female gamers overcome this. I wanted to find out if more
girls would play games if given more appropriate characters and game styles.
Video games for females currently amount to little more than franchise
products for young girls. Gaming seems to be the domain of young males
and young adult males, who seek to, and are provided with the means to
refute femininity and establish their own heterosexual masculinity through
game play.
The future of videogames has a large growth possibility, and potential
to infiltrate many more peoples’ lives. If games characters, plots,
and styles can mature to embrace new cultural influences beyond Manga
and comic book art, or action and sci-fi movies, it will begin to loose
its selective ‘geek’ appeal. If softcore representations of
females can be reduced to a minority, instead of a pervasive majority,
and instead we can see characters of both genders developing stylistically,
and in mannerisms, to create aesthetic characters one wishes to play,
then games may have a better future. Males and females alike will be able
to share in new un-gendered technology, and the current imbalance between
males and females in computing roles (a logical progression from the fascination
with gaming) could be rectified. |