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How to treat gender discrimination in games?
Translation: Woooogi
Editor: Lyroat
Recently, an article from Iowa State University in France, the University of Grenoble in Alps and the University of Sava Mont Blanc caused controversy. This paper discusses the relationship between sexism and video games, which are widely seen among teenagers. As you might expect, the first sentence of the article points out: Studies have confirmed that many video games are full of female characters with fixed images, which may encourage gender discrimination.
But there is a direct problem. This article does not define the meaning of "image-filled solidification", nor does it list any reference sources.
The so-called research jointly published by three universities
At the same time, look at their original words in the article:
However, the biased description of women in video games defines them as passive beings, or princesses kidnapped for rescue, or sexual objects won or used. These evidences are numerous and indisputable, and the influence of video games on the solidification of female images is even more controversial.
Obviously, they know nothing about video games, otherwise they can simply list any of these games, such as bayonetta, Galaxy Warrior or or Laura. These numerous cases have not established any fixed female image. Although some female roles can still be defined as sexual objects, they do not conform to the characteristics of "being won over or being used". Therefore, it is obvious that these authors don't even know anything about the most common great female characters in video games.
Ai Long created an impressive image of the galactic warrior.
By the way, these are just the first two pages, which has rudely shown that the article is demonstrating deviation. The follow-up view of the article only reiterates that female characters always need help or are treated as sexual objects, based on an article in 1998. As a result, once again, they have no self-definition, so the research of the whole article can be said to be based on the subjective definition of the original author.
Another such problem appears on pages 3-4. They claim that "other more recent content analysis also shows that women usually show people naked or at least partially naked", but they don't define what "usually" means.
According to these people, Laura is not a female character in any game.
Considering that the above part has refuted them, I will skip other subjective mistakes and start to directly target their data part. Their data show that they grouped 13520 French teenagers (1-19 years old) according to their religious beliefs, which added another variable. In the data sample, 27.4% people believe in Catholicism, 25.9% people believe in Muslims, 39.4% people claim to have no faith, and the rest belong to minority belief groups. Speaking of their sexism test, it seems that they have only one related question in the whole study: the main purpose of becoming a woman is to reproduce and take care of the next generation.
Then the answers are distributed according to the range of 1-4, from completely agree to completely disagree. They should have asked other questions, but they didn't. They especially consider religious beliefs, socio-economic level and other factors, but there is no detectable means of gender discrimination. The four-degree division was completely broken. The sexist thinking on a certain issue does not determine whether a person is sexist or not.
In fact, according to their data, the popularity of video games is almost half as likely to be related to gender discrimination as religious beliefs. There is no need to give a professional analysis of this data. The conclusion is that although both of them are positively related to gender discrimination in theory, the influence of religious belief may be greater.
Remember how frustrated people were when they used 2B (Neil's main character)? I don't remember either.
Although the author has repeatedly reiterated the relevance, this conclusion still needs further experimental test. Moreover, the figures given in this paper show that the average time of the sample playing games every day is 1.7 hours, with a range of 0- 10. This range is not only unreliable, but also unclear.
But the game time of 1.7 hours per day is too low for players! Think about it, even if you have already worked, do you play games for at least 2 hours every day?
Therefore, it is best to carry out this study in other places, such as the United States, in order to reach a wider sample group, but even so, this study is completely meaningless. In addition, religious beliefs are more relevant than video games. If more than half of the samples are in this range, your research results are very problematic.
Maybe there are some very obvious problems that you have noticed:
Research shows that religious belief is more likely to lead to sexist ideas; One question is not enough to determine individual attributes, especially the range of 1-4; France is not equal to the whole world ... but games are very popular all over the world, so players from other cultural backgrounds should also be included in the study. The sample game time is obviously too low and there is almost no correlation; The article is demonstrating and lacks objectivity; The author obviously doesn't understand the game culture and its history; The study of "players" is only aimed at gender discrimination against women; The key concepts are not defined, so the operation is quite subjective.
Frankly speaking, I have never played Baioneta, but I know how great this role is.
In a word, this is an academic research that can be read. Many studies have done better sample size and research variables, thus drawing more accurate conclusions. Even so, the main problem of this kind of research is that the sample is not representative enough, and the method of judging gender discrimination is not enough to support its conclusion. The vocabulary they use and their ignorance of video games show that this kind of research is a kind of self-fulfilling discrimination.
To sum up, this article is difficult to be established in logic, arguments and research data. The data and methods used can hardly support its conclusion. An American scholar who participated in this research is Dr. Douglas A. Gentile. He has written many articles about violence and video games, which are also highly controversial topics.
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Xia: In addition to the female characters in the game, there is also some discrimination-male players belittle female players. Please put down your prejudice and superiority.
Don't fool around
ID: geek game
Games, the scientific history of the times.
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