Wednesday, November 30, 2011

Audience Reception: The Effects of Violent Videos Games on Gender


Introduction
The following research was conducted to study the similarities and differences between male and female perception of violent video games. We observed and interviewed male and female gamers between the ages of 21 and 30[1]. Each participant was chosen because of their interest and experience in playing violent video games. Our research focused on first person shoot games in which individuals are rewarded for violent behavior within the game. Individuals were observed separately in their respective houses to prevent any outside distractions from influencing their playing habits.
Videogame research is incredibly important in our society because of the sudden expansion of games and gamers within the last 15 years. Over half the population play video games, that is approximately 170 million people. With the rise in violent video games, the question of how they affect gamers, specifically dealing with aggression, is being studied more and more. For our research, we chose to take this dilemma and relate it to gender in order to get a different perspective on the topic.
Prior to our research, we assumed that the playing habits amongst opposing genders would differ considering stereotypical gender roles. Specifically, we thought that not as many women played these types of violent shooter games. Also, we assumed that the women who did play these games would not demonstrate aggressive behavior while playing. However, after concluding our research, we found our initial assumptions to be inaccurate. Class discussions, text readings, and observing and interviewing the participants allowed us a better insight of the video game world and how it affects players positively and negatively, specifically regarding gender.
With the information gathered, we were able to relate our findings to two class readings, “Video Games and Machine Dreams of Domination” by John Sansonmatsu and “You Play Like a Girl- Cross Gender Competition and Uneven Playing Fields” by Elena Bertozzi as well as the documentary, Game Over: Gender Race & Violence. This allowed us to dive deeper into our topic and prepared us to answer some of our own questions as to why there are similarities and differences between male and female gamers’ perception and reception of first person shooter games.
Male Gamers’ Responses to Violent Videogames
Three male gamers were observed playing Call of Duty: Modern Warfare 3 individually for one hour. After the observation, they were asked to respond to 20 questions regarding violent video games, the gamers’ views, and the behaviors they demonstrate while playing. Interestingly, the three gamers agreed on the majority of their answers.  As a whole, the male gamers play first person shooter games an estimated 30 hours a week, specifically the game series COD in the online multiplayer mode. All of them have at least five other friends that play online with them and said that they play because their friend play, making this type of gaming a sort of social network. Two of the gamers said that they enjoy the competition aspect of the game and how they are able to demonstrate their skills and knowledge to other gamers.
The development of realism throughout the history of the series has captivated all of the male gamers, especially regarding the graphics. One gamer stated, “everyone wants to feel as if they are doing the missions and objectives themselves.” Although they agreed on the importance of realism, they also agreed that COD is not a real depiction of war, specifically because once players have died during a battle, they come back to life a few moments later to continue on in their mission. Also, they do not consider COD to be “very” violent because players see minimum blood spillage. In response to this, on gamer said that he does not feel remorse for killing others in the game because “you kill them and they lay there and die, disappear, and start playing again.” Finally, all the gamers said that they do not believe that such games affect them negatively, although they may have that effect on other players. However, all the games stated that they do demonstrate much more verbal aggression when playing, with two of the players affirmed that they demonstrate some sort of physical aggression, such as throwing their controller. These results seem to indicate that such violent video games do have some form of negative effect on players.
Female Gamers’ Responses to Violent Videogames
Three female gamers were also observed while playing Call of Duty: Modern Warfare 3, for an hour each. After each of the females was observed they answered a series of 20 questions relating to violent video games, the way they respond to the violence, and the behavior they obtained while playing. Surprisingly, all three of the female participant answered the questions in similar ways to the male participants. On average, the female participants played COD, an online multiplayer game, about 35 hours per week. While playing the game, they tend to play along with their friends, encouraging each other to do well. When questions were asked about how they react when playing the game, they responded that they all tend to swear and get frustrated if it is not ending how they want it to.
            Similar to the male participants, the female participants thought that the evolving graphics in the game made it more realistic in the sense that they felt more a part of the game. However, when asked, “Do you find COD to be a real depiction of war?” one of the female participants, a former US Marine, answered “compared to the wars I have been in, no.” All of them responded that they use a head set while playing the game, which allows them to interact with other player around the world. This made each of the participants feel as though they were more attached to the game, because it allowed them to give off certain missions that they want the others to accomplish. Interestingly, all of the female participants responded that they were not affected by the violence in the video games, but they did say that they tend to swear more when in the zone. They believe that younger teens would be affected by it, because they feel like they don’t know when to differentiate reality from games. Because the females tend to swear a lot more when playing the game, it shows that the games do have some sort of negative affect on each of them.
Interpreting the Results
            The question concerning if violent videogames increase aggression in individuals has been heavily researched throughout the years. Sanbonmatsu proposes that “video game culture ‘hails’ or conditions us into an aggressive, socially destructive form of consciousness (p 428). Similarly, Craig A. Anderson, PhD states that although some studies have found no significant effects of such video games, they are still associated with an increase in aggressive behavior and thoughts, an increase in arousal, and a decrease in “helping” behavior. With our specific research, we focused on gender behavior while playing such videogames and how they differentiate.
            We decided to have the gamers play Call of Duty: Modern Warfare 3 (COD) because of its recent release and large fan base. It is a first person shooter games in which individuals work as teams to destroy the enemy in war. Gamers are rewarded with experience points every time they kill an enemy player. When a player kills anywhere from 2-25 people in a row without dying, they are given greater rewards such as air support and even tactical nukes, which kill everyone on the map, giving the team an automatic win (Modern Warfare). The documentary Game Over: Gender, Race & Violence specifically talks about how individuals are rewarded for their violent behaviors within the game. Such rewards convince the gamer that violent behavior is condoned and pushes them to play more often. It provokes them to continue violent behavior within the game
            Our results yield a uniform conclusion that both male and female gamers demonstrate similar behaviors while playing violent video games. Both genders partake in verbal aggression such as swearing, yelling, and slandering the other team. However, only the men responded that they occasionally demonstrate physical aggression, although we did not observe this first hand. Although it is important to keep in mind that other forms of violent media may also be a factor in their behavior, Craig A. Anderson, PhD agrees that because videogames are interactive forms of media, they have a stronger effect on individuals. The gamers must actually identify with the violent characters because they are controlling their every move, from what weapon they carry to who they kill and how they go about it. Such active participation increases the learning process of such behaviors, specifically in young children. Since each battle is only about 15 minutes long, gamers are able to play multiple battles during one play period. This repetition instills the idea of aggressive behaviors in the mind (Anderson).
Some researchers have argued that it is important for males to demonstrate aggressive masculinity when playing video games because their physical bodies are not seen by other gamers. Terms such as “pussy” and “fag” are acceptable among men and less acceptable among women. Males strive to emphasis their masculinity by displaying such behaviors that separate themselves from females (Bertozzi). However, as we have concluded, female gamers use similar words and actions to display aggression. Is this such a display a way for them to be on the same playing field as men, so male gamers know that the female gamers are just as serious about the game as they are? Or rather, is it something deeper, perhaps a sincere way for them to display their competitiveness and release their anger? Whatever the reason is, the similarities among male and female gamers’ behaviors while playing violent video games proves that video games do help shatter gender stereotypes in some way.
Each gamer replied that the more realistic the game is, they more they want to play. As a first person shooter game, COD allows the individuals to only see the gun that their character is holding, not the actual character himself. This gives the players the perception that they are actually holding the gun and that they are actually the character inside of the game. All the interviewees responded that although they may play third person shooter games, they prefer the first person affect. Such realism captivates the player by placing them a fantasy situation that is depicted as real life, making them feel like they are actually in the game. However, in COD players are brought back to life right after they are killed, the most unrealistic aspect of the game. Also, interestingly enough, when shooting, the bullet doesn’t have to actually hit the target to count, it only has to hit the area directly surrounding the target.
            As previously stated, we assumed that female gamers would not be as interested in such violent videogames as male gamers. Also, we assumed that they would not demonstrate similar levels of aggression as male gamers. However, as our research has indicated, this is not the case. Despite the hegemonic male roles displayed in the game (only male characters in a power role are displayed), female gamers are still drawn to the game. In fact, the female gamers averaged a higher amount of game play per week than the male gamers. Despite gender, individuals are drawn to power and control, especially through competition. Therefore, female gamers will want to play first person shooter games just as much as males. Sanbonmatsu describes the visceral power of the medium of such videogames saying that those who play can attest to “the degree to which intense player involvement heightens the psychological connection between human and machine (p 428).”
Elena Bertozzi argues that some studies suggest that “the emphasis on violent/shooting-based conflict keeps females from being interested in this type of play (p 443).” She goes along saying that females are more prone to playing games that involve more social interaction. However, as we have discovered, COD focuses quite heavily on social interaction, especially in the online multiplayer mode. It is also stated that the reason that males and females play with their respective genders is because “single gender playgrounds are arenas in which players feel somewhat freed from having to deal with the complexities of cross-gender interactions which affect every other area of their lives (p 444).” All three of the male gamers affirmed that they have never played first person shooter games with females. However, all the females have played such games with males. The reason for this may be the lack of other female gamers or that the female gamers want more competition and feel that male players are able to provide that for them.
Conclusion
             Throughout our research, interviews, and observations, we have concluded that both male and female gamers demonstrate similar aggressive behaviors while playing first person shooter games, despite what we initially hypothesized. As stated in the intro, we thought that the stereotypical views of males and females would affect the way that each group reacted to the violence of video games. However, in reality, the views were almost identical within each group, although the male gamers were more prone to physical aggression while female gamers relied more on verbal aggression. These results demonstrate the metamorphosis of gender stereotypes in the world of video games.
Each participant thought that the updated graphics gave a better insight to the reality of the game. While each of them agreed that COD was not a real depiction of war, they did state that it allowed them to feel as though they were in the shoes of the shooter. Despite this realism, every interviewee responded that they are not affected by videogames, despite their demonstrations of increased aggression while playing. Their unawareness of change in their behaviors has now been brought into the light. Having the interviewees answer questions after playing the games for one hour not only provided us information, but also allowed them to reflect on their own views and behaviors. Several of the interviewees stated that this was the first time they thought about video games in a way regarding violence and that it gave them a better insight of their own game play.
Although there were a few questions brought up about the similarities in gender behaviors that we were unable to completely answer, the information and research gathered from this project allowed us to think about violence in the media in a new way. It provoked us to come up with possible answers to difficult questions that arose and challenged us to step into the playing field with these gamers and experience a hobby that, for most of them, takes up much of their time and energy. We were able to conclude that although there still may be gender stereotypes within video games, they are slowly fading away in regards to the gamers themselves.





Works Cited
Anderson, Craig A. (2000). Violent Video Games Increase Aggression and Violence. Iowa State University of Science & Technology. Retrieved on November 12, 2011. http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/00senate.pdf
Bertozzi, E. (2011). You Play Like a Girl: Cross Gender Competition and Uneven Playing Fields. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 443-446). Thousand Oaks, CA: SAGE Publications, INC.
Modern Warfare. (2009).The Modern Warfare 2. Retrieved on November 15, 2011, from themodernwarfare2.com: http://www.themodernwarfare2.com/mw2/multiplayer/killstreaks/
Sanbonmatsu, J. (2011). Video Games and Machine Dreams of Domination. In. G. Dines & J. Humez (Eds.), Gender, Race, and Class in Media (pp 427-429). Thousand Oaks, CA: SAGE Publications, INC.



[1] Interview questions and answers are attached at the end of the paper, separated by gender groups.

Social Classes: Are They Really that Different?


After viewing the documentary, Class Dismissed: How TV Frames the Working Class (2005), I realized just how influential media is on molding our depictions of class. According to the film, living standards are the major measure of class which is composed of three aspects: economic (income), political (power, authority, and control), and cultural (education, taste, and lifestyle).
When it comes to advertisements, advertisers always sell products for the middle/upper class audience in order to increase their sales, no matter who their actual audience is. Lower class citizens see these ads and, despite if they need or can afford the product, desire the products because they represent these higher classes- classes that all Americans strive for. Because the working class will always exist under capitalism, such advertisements will always persuade these individuals to purchase products that they “need” in order to seem like they are of a different class.
Although it is possible to feel like you of a different class buy purchasing specific products, is it possible to transcend one’s class? The documentary People Like Us attacks this question by allowing viewers to enter the lives of individuals from different classes. Because different classes don’t really socialize, this film provides a way of understanding different lifestyles and what makes a certain class. Here, we realize that different classes are really based on superficial differences such as dress, speech, and customs, all of which are dependent upon income.
The segment that most affected me was Tammy’s Story, in which a white, working class woman struggles to provide for her family. It really emphasized the importance of cultural capital- the amount of information and knowledge a person has in order to better themselves. Everyone is equipped with different tools, and depending on which class you’re in, some have it easier than others. Tammy, for instance, has little formal schooling and work experience, therefore it is harder for her to find a job and support her family. Despite the difference between Tammy and individuals of other classes, this documentary reveals the similarities found in all classes- how one maintains their lifestyle, raising and providing for a family, and finding happiness in what you have. Therefore, although the class hierarchy is important to our society economically speaking, there is a lot more similarities between them than most people acknowledge.
Many will argue that social mobility in America is not only possible, but only depends on how much effort you put in to it. However, I consider this to be an ideology. While there are individuals who have shifted classes, it is an extremely difficult thing to achieve. In television, the working class is depicted as incompetent and lazy. Parents are considered poor role models because they must work constantly to support their families, allowing them little time at home to spend with their children, resulting in crime, violence, and disobedience among the youth. Such sitcoms persuade viewers that these individuals don’t “deserve” a better life and that they except and are even happy with their lifestyles.
The television sitcom Rosanne, for example, depicts a working class family focusing on the mother and her role as a provider for her family. Rosanne’s feminist attitude and tough love strategy on her family, had some viewers concerned with the shows content. It focused on many controversial issues that most other television series seemed to avoid such as abortion, homosexual characters, premarital sex, and sexual harassment in the workplace. The fact that all of the characters displayed major faults really helped viewers of all classes to relate to the characters and to each other. I really appreciate this series because it shows a blue-collar family, led by a strong mother who depends on her family and friends to overcome all of life’s struggles. It shows how a woman can be the head of a household without giving into female stereotypes. She works hard and doesn’t depend on her looks to get ahead. Also, she speaks her mind and is forced to take on challenges that most stereotypical female characters would be afraid to.
It is interesting to see just how much power the media has in shaping our perceptions of class hierarchy in America. It persuades us that we need to achieve success in the form of upward social mobility by the means of purchasing specific products or having a certain look. This form of control needs to stop. Consumers should no longer be negatively influenced through such manipulation. Although the rich seem to have it easier because of their access to tools, knowledge, and wealth, they really share similar issues with other classes. Therefore, people need to look past social class in order to see the struggles that we all relate to.

Where are all the “just plain gay folks” in the media?




November 16th, Parkside’s LGBTQ organization gave a presentation on LGBTQ issues in the media. They presented several television series that focus on a modernized view of acceptance and appreciation for LGBTQ characters. Some series include Modern Family, Glee, and the Ellen DeGeneres Show. I specifically love Modern Family, a show that includes two gay fathers who take care of their adopted daughter. This is the first gay couple depicted on network television that have an adopted child together. I really appreciate the humor that this show is based on, but most importantly, that their gayness is not the highlight of their relationship, rather is the struggles they endure together concerning the wellbeing of their daughter. However, there are still stereotypical gay qualities that are demonstrated with both of these men.

The following is the link to an interview of the actors who play these two homosexual men.




                Photo retrieved from the seattlegayscene.com website

“Many LGBT youth can't picture what their lives might be like as openly gay adults. They can't imagine a future for themselves. So let's show them what our lives are like, let's show them what the future may hold in store for them.”
            The inspiring opening phrase on the It Gets Better Project website.

Another point the presentation touched on was the It Gets Better Project, created after the mass suicides of LBGTQ teens. This organization provides protection from bullying by instilling hope in individuals experiencing rough times through inspiring video messages. Prior to the presentation, I had seen several television commercials about the project, commercials that really reached emotionally to me. I looked up more videos and was surprised to see how many celebrities went out of their ways to spread this wonderful message. However, upon viewing these videos, I was crushed reading some of the negative comments posted about how immoral the homosexual lifestyle is. One individual even said, “no gay people enter the kingdom of Heaven.” I cannot fathom the idea of hating an innocent group of people so much that I would disgrace and abuse them because of their lifestyles. Human beings are supposed to work together for the greater good of society, but how is that possible when there is so much hate in the world, so much hate for people who chose to love individuals of the same gender. Love is universal; who is to dictate who another person chooses to love. As long as they treat each other with kindness, compassion, and understanding, they deserve to love anyone they wish to.

The organization’s website
One of the many videos posted by the organization



I was also touched by the members’ willingness to share their stores about their own sexuality and experiences with members of the LBGTQ community. Ana Guerriero, Director of the LGBTQ resource center shared her experience of growing up as a homosexual. In high school, she was teased to the point where she would lock herself in her room, dreading to go to school every day. However, she overcame her depression and fear and focused on her school work. Today she is an incredibly strong individual who basis her life on helping others in the community to feel comfortable about their own sexuality and informing individuals about the LBGTQ mission. Her strength, experience, and knowledge classify her as a role model, leader, and advocate for a more peaceful, understanding community.


The 2nd edition of the Gender, Race, and Class in the Media text includes a chapter titled, “Popular Culture and Queer Representation.” I found the chapter’s focus on the meaning of the word “queer (theory)” to be really enlightening. Raymond writes that its meaning is “open-ended” and fluid, allowing it to be a universal term that embraces all individuals (p 98). In 1995, Larry Gross described the presence of gays and lesbians in mass media as being invisible, relating to the little power that these individuals have in our society. However, recently the media has embraced fictional homosexual characters as well as the LGBTQ community as a whole.
                Raymond continues on quoting Gross on how homosexual characters rarely depicted as “just plain gay folks (p 101).” Rather, they are often subject to ridicule centered on the homosexual stereotypes- gay men being portrayed as effeminate and lesbian women as unattractive feminists. While comedy series cling to these stereotypes, such as Will and Grace, Glee, and Modern Family, drama-based sitcoms such as the soap opera, All My Children, deals with the more serious side of the controversy surrounding homosexuality. Despite this, almost all of the homosexual characters on television are given a special focus, whether it be overly comedic or overly dramatized. Therefore, until homosexual characters are depicted in a way that does not depend on their sexuality, they will never break out of the stereotype. However, with new organizations emerging, such as the It Gets Better Campaign, homosexuals are given the opportunity to rise above the stereotypes and reveal their true character.




Works Cited
Raymond, D. (2003). Popular Culture and Queer Representation. In G. Diens & J. Humez (Eds.), Gender, Race, and Class in Media (pp 98-110). Thousand Oaks