2012
DOI: 10.1007/s11199-012-0231-6
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Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

Abstract: Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which ar… Show more

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Cited by 44 publications
(42 citation statements)
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“…Video games represent one of the most popular forms of media entertainment around the world, with a global market of more than 90 billion dollars in 2015. Part of the popularity may be due to the appeal of masculinity: sales are highest in teen and mature games with box art depicting non-central sexualized female characters (Near, 2013). The depiction and value granted to women is biased in traditional forms of media such as children’s books, magazines and TV (Signorielli and Bacue, 1999; Scharrer, 2014), and there is no obvious exception with new digital media.…”
Section: Introductionmentioning
confidence: 99%
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“…Video games represent one of the most popular forms of media entertainment around the world, with a global market of more than 90 billion dollars in 2015. Part of the popularity may be due to the appeal of masculinity: sales are highest in teen and mature games with box art depicting non-central sexualized female characters (Near, 2013). The depiction and value granted to women is biased in traditional forms of media such as children’s books, magazines and TV (Signorielli and Bacue, 1999; Scharrer, 2014), and there is no obvious exception with new digital media.…”
Section: Introductionmentioning
confidence: 99%
“…It has even been argued that some of the most blatantly sexist representation of women is found today in video games (Dill and Thill, 2007; Downs and Smith, 2010; Scharrer, 2014). However, while the proofs of biased depictions in video games showing women as passive beings, kidnapped princess to rescue or sex objects to win or to use are numerous and indisputably recorded (Provenzo, 1991; Beasley and Collins Standley, 2002; Burgess et al, 2007; Dill and Thill, 2007; Near, 2013), their effect on gamers’ stereotypes of women remains debated (Breuer et al, 2015) despite some preliminary experimental demonstrations (Dill et al, 2008; Behm-Morawitz and Mastro, 2009; Fox and Bailenson, 2009; Yao et al, 2010; Driesmans et al, 2015; Gabbiadini et al, 2016). …”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…På spillmesser markedsføres nye titler ved hjelp av bodberter, 2 og bilder av lettkledde damer er vanlig i reklamemateriale (Taylor, Jenson, & de Castell, 2009) eller på omslaget. Sexistiske framstillinger av kvinner på omslag korrelerer med høyere salgstall (Near, 2013). Selv om eksperiment har vist sammenhenger mellom sexistisk spilldesign og toleranse for sexisme og seksuell trakassering (Dill, Brown, & Collins, 2008), er årsakene til kjønnsbasert forskjellsbehandling mer komplekse.…”
Section: Spill Og Kjønnunclassified
“…Studies on representation in video games have mostly focused on gender, sexual orientation, and race (Dietrich, 2013;Near, 2013). These studies reveal that representations of gender, race, and sexual orientation do not reflect reality, and that the occasional depictions of women and racial minorities are stereotypical (Poor, 2012).…”
Section: Introductionmentioning
confidence: 99%