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Computer Games - Social Implications

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The social implications that computer games pose today are a real problem for society. Issues such as sexism, mental health, racism and consumerism in video games continue to be scrutinised by researchers and game developers, but are yet to be controlled.

Gender stereotypes in computer games are perhaps the greatest area of concern. According to the author of 'Videogames', James Newman, female characters are extremely under-represented in video games and make up only 16 per cent of all female characters. (Newman, 2004) Furthermore, while 47 per cent of male characters in computer games are portrayed as competitors, 50 per cent of female characters are depicted as props or bystanders. (Newman, 2004)

Even male and female character roles and behaviour have become stereotyped. Research by [Children Now], a media organization that deals with rectifying child issues, showed that men in computer games were frequently portrayed as aggressive, whereas women wore revealing clothing and screamed a lot. http://www.childrenow.org

“Female players find videogames unappealing because of their apparent endorsement of gender stereotypes and their promotion of anti-social behaviours, such as violence, as a strategy for success.� (Newman, 2004)

Most popular computer games represent males with weapons or a buxom woman in distress. (Newman, 2004) An example of this is 'Tomb Raider', where the main protagonist Lara Croft, is under-dressed. While these images are attractive to men and linked to male behaviour, these images do not appeal to females and are seen to be sexist, as they portray women as brainless, helpless, sexual objects. (Newman, 2004)

Author, James Newman says many computer games do not inspire females to play. Research shows that women “are into something that needs more exploration and more critical thinking, something that is emotionally challenging.� (Newman, 2004)

And while there are games for girls with these theories in mind, they have generally proven not to be very successful, as many games are too 'girly' for many women and focus around beauty and fashion, which many girls do not relate to or take as an insult. (Newman, 2004)

Another important social implication is the physical and mental effects that computer games present for children. In a study of teenagers in grade eight, frequent video game players were the heaviest television viewers and performed the most poorly at school. (Newman, 2004)

Doctors have also found that frequent gaming can affect a child’s physical and mental health. Eye straints, wrist, and back pains are all common symptoms developed by children after playing computer games. Other more serious repercussions are photosensitive epilepsy, headaches, hallucinations, nerve and muscle damages. http://www.buzzle.com/editorials/text2-27-2004-51038.asp

Furthermore, doctors have confirmed that children who play computer games are also susceptible to long time problems such as RSI and back problems. This applies to adults as well. Social problems are also a result of playing computer games. Playing computer games for long periods of time alone can make people become reclusive and introverted. It can also give children a false sense of reality. http://multimedia.design.curtin.edu.au/cache/v/0003/

Another issue that affects society is violence in computer games which in turn can make people, particularly young men, aggressive and out of control. Some children do not understand that when you kill someone, they cannot come back to life, as depicted by many video games.

Moreover, racism is of concern as most characters in computer games are Caucasian. Finally, consumerism is a problem, as many people feel pressured to keep up with buying the latest games, which can cost more than $100 dollars. http://multimedia.design.curtin.edu.au/cache/v/0003/

Jodie Gummow 13:12, 25 Oct 2004 (EST)

BIBLIOGRAPHY

Go to my [User:Jodie_Gummow | Annotated Bibliography]] for a complete list of references.

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