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Video games can also have an impact on children's attitudes towards gender and gender identity. For example, a study published by Tracy L. Dietz about "Gender Socialization and Aggressive Behavior" [155] found that playing video games with gender-nonconforming characters led to increased acceptance of non-traditional gender roles among children ...
However, the changing demographics that have been seen in the video game community (an increasing proportion of people who play video games are, as it appears, female. [29]), have led to certain consequences. The largest change in terms of who plays video games has been that of gender proportions.
For example, a 2010 content analysis of video games found that "41% of female characters wore revealing clothing and an equal number were partially or totally nude," whereas the male characters were not. [34] In media platforms such as television and video games, women tend to be underrepresented.
Gender identity: Gender identity refers to an individual's sense of self as a woman, man, both, neither, somewhere in between, or whatever one's truth is. Gender identity (despite what the gender ...
Sociology of gender is a subfield of sociology. As one of the most important social structures is status (position that an individual possesses which effects how they are treated by society). One of the most important statuses an individual claims is gender. [ 1 ]
gender identity: the child recognizes that they are either a boy or a girl and possesses the ability to label others. gender stability: the identity in which they recognizes themselves as does not change; gender consistency: the acceptance that gender does not change regardless of changes in gender-typed appearance, activities, and traits.
Gender is used as a means of describing the distinction between the biological sex and socialized aspects of femininity and masculinity. [9] According to West and Zimmerman, is not a personal trait; it is "an emergent feature of social situations: both as an outcome of and a rationale for various social arrangements, and as a means of legitimating one of the most fundamental divisions of society."
Another positive example of Native representation in video games is the mini game series Molly of Denali, based on the children’s television show of the same name. These games teach children about the Native Alaskan culture by having them follow the character of Molly throughout different daily tasks, traditional events, and culturally ...