Tuesday, July 27, 2010

In broad terms


Spending hours on end playing games, eyes glued to the screen, forgetting about real life while fighting battles, creating personalities, mastering adventures and fictitious skills in a virtual world is commonly considered as anti-social and therefore male.

 And though speaking in very broad and general terms here it might be worth asking what good it will do to get girls spending just as much time playing computer games? Besides the gaming industry making money from this rather big target group what will we achieve by researching female gaming behavior, finding ways to have them spend more time in front of a screen and thereby becoming what we deem anti-social (which besides being dubbed as male lacks a positive connotation)?

 The  gaming industry sells sex & violence to adolescence boys and comes up with ‘play dress up, cooking and decorating games’ (top of the list when searching for 'girl games’ on google) for young girls. So assuming girls and boys behave as expected by social norms and play the games targeted at them we’ll see an oh-so modern generation growing up in a digital age, being fed the same old stereotypes.

 Society may have advanced technically, but whether that technology has done our social interaction both online and in real life any good is still questionable. We may become anti-social creatures stuck with very clichéd perception of gender.

 Rather than wondering how we get girls and women to become more anti-social and get playing we might want to start pondering on the occurrence of some of the worst sexism and the manifestation of persistent gender stereotypes in the online and virtual world.

 

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