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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 ...
From an education perspective, certain gaming genres particularly lacking in female players such as the first-person shooter game have been shown to increase spatial skills thereby giving advantages to players of the games that are currently skewed along gender lines. [89] Video games have also been determined to provide an easy lead-in to ...
Games and toys, or types of play, in many cultures are gender (and age) neutral, but some are given a gender role (masculine or feminine).Games given a gender role are exclusive or segregationist, and a game labelled as such is often considered by both children and adults as appropriate for boys or girls but not both.
Maltz and Broker's research suggested that the games children play may contribute to socializing children into masculine and feminine gender roles: [123] for example, girls being encouraged to play "house" may promote stereotypically feminine traits, and may promote interpersonal relationships as playing house does not necessarily have fixed ...
This proves that the observation of television role-models and other media have great influence on children, especially when the media portrays gender norms specific to one gender (ex: superheroes appeal more to boys than girls, whereas princesses appeal more to girls.) [61] Overall, social cognitive theory, also known as social learning theory ...
Tropes vs. Women in Video Games is a YouTube video series created by Anita Sarkeesian examining gender representation in video games.The series was financed via crowdfunding, and came to widespread attention when its Kickstarter campaign triggered a wave of online harassment against Sarkeesian, [2] causing her to flee her home at one point.
The games and learning research world studies how new digital media tools shift the topic of education research from recalling and repeating information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Games and learning research explores how games and game communities can lead to 21st ...
Research such as May Ling Halim et al.'s 2013 study has shown that children are aware of gender role stereotypes from a young age, with those who are exposed to higher levels of media, as well as gender stereotyped behavior from adults holding the strongest perception of gender stereotypical roles, regardless of ethnicity. [34]