Methods
A literature search was conducted across three databases in August 2020:
EBSCOhost
,
American Psychological Association (APA) PsycInfo
, and
APA
PsycArticles
. The following search terms were used: “video games AND sexual
harassment,” “video games AND sexism,” and “video games AND misogyny.” Search
results were limited to only include articles published before August 31, 2021.
The search resulted in 161 articles from
EBSCOhost
, 68 articles from APA
PsycInfo, and 293 results from APA PsycArticles, totaling 522. 98 results were
excluded as duplicates, leaving 424 articles remaining. Three-hundred and ninety-
seven were excluded as non-experimental or not relevant to the review topic. Examples
of results deemed non-experimental were news articles, photographs, and
commentaries on existing studies. Twenty-seven studies were included in the final
review. (Figure 1)
Results
a.
Sexist Content in Video Games
Sexist content can be defined as content which reflects or enforces ideas of
prejudice or discrimination based on sex and gender. (4) Four of the included studies
examined the manifestation of sexism in video game content. The measurement of
sexist content varied widely. Downs & Smith (4) and Lynch et al. (5) measured sexist
content through qualitative evaluations of character portrayals. Martins et al. (6) and Dill
& Thill (7) compared portrayals of characters to “ideal” models as well as real-world
average measurements of the human body. Disparities between character models and
realistic body images in these studies were viewed as evidence of sexist content.
Downs and Smith (4) analyzed the 60 top-selling console games from 2003 and
their representations of both male and female-coded characters. These included games
from a variety of different genres and intended audience maturities. Researchers
discovered that male characters were represented almost six times as often as female
characters. Furthermore, female characters were more likely to have unrealistic body
images and be presented partially nude and wearing sexually revealing clothing. This
study’s results indicate that male characters likely hold a larger overall presence within
video games, and when female characters are represented they are more likely to be
associated with sexualization.
Lynch et al. (5) provided a more comprehensive and larger-scale approach as
they analyzed over 500 games released between 1983 and 2014 which featured
playable female characters. These games were randomly sampled from each year, and
all of them featured playable female anthropomorphic characters. The study revealed
that there has been a decrease in sexualization of female characters since the 1990’s.
However, female characters were more likely to be portrayed in a secondary role and
wearing sexually revealing clothing than male characters. Lynch et al. also examined
genre conventions to a deeper extent. Genres conventionally oriented towards male
audiences such as fighting games were more likely to feature sexualized female
characters. Moreover, the physical capabilities of female characters were positively
associated with their sexualization.
Martins et al. (6) reviewed the presentation of all female characters in each of the
top 150-selling games from 2005-2006, which included console, PC, and tv-based
games. The researchers then compared the in-game body measurements of female
characters to data from 3,000 American women. The study revealed that in less
photorealistic games, female characters’ heads are usually much larger than the
average American woman’s head. In more photorealistic games, the characters were
usually skinnier than the average American woman. These findings indicate that many
of the top games on average promote unrealistic body standards of women.
Dill and Thill (7) studied similar principles of character roles and body image.
Instead of games, however, they examined the six best-selling video game magazines
on Amazon.com from January 2006. They studied the image portrayals of both male
and female characters. Their analysis upheld results by Downs and Smith (4) as they
found that female characters were more likely to be scantily clad and sexualized than
male characters. Findings also revealed that male characters were significantly more
likely to be portrayed in an aggressive light. This study’s results indicate that in
addition to sexually representing genders differently, video games may also apply
unrealistic personality stereotypes across gender divisions.
All four of these content analyses measured varying degrees and types of sexism
through analysis of the characters in each sample of video games. These studies
revealed consistent stereotypical implementations of characters or misrepresentations
of characters. However, because there is variability in each study’s definition of sexist
content and how they measure sexism, future studies would likely benefit from clear
guidelines defining sexist content. The clear consensus is that sexist content often
exists in video games.
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