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Video Games And The Video Game Industry

Good Essays

According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasn’t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may someday soon rival the number of men.
For many years, the video game industry catered to the tastes of young men with their overly-sexualized, one-dimensional female characters, and their beefy male protagonists (to identify with or aspire to). Of course there are exceptions, as there are with anything. There have been many fully-realized, non-sexualized, and interesting female characters, notably more modern characters such as Chloe Price in Dontnod’s second game, Life is Strange, Amita in Far Cry 4, and Square Enix’s more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider, but despite the occasional good example, there are many poor examples to go along; Polygon cites Metal Gear Solid: Ground Zeroes as “[one of] the worst depictions of women in gaming {in 2014}” in

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