Abstract
As video games continue to be a popular choice of entertainment among adolescents, the observation of content, specifically of sexually explicit nature, is crucial. With rape culture being prevalent and continuously driven through exposure to these stereotypical gender roles and sexual content, a solution to lower this propensity is needed.
Research was conducted in two ways: (1) Various psychology literature was examined as well as news articles. (2) A survey of 100 anonymous participants was conducted on the allowance of minors to play mature rated games with strong sexual content. The report addresses covers following topics: (1) what is rape culture? (2) video game's sexual violence, and gender roles, (3) effects of video games on rape tendencies, and (4) ESRB ratings vs actual knowledge. This study concludes that a direct correlation of mature content in video games and rape culture perpetuation exists.
It is suggested that further education results in lowered allowance of minors playing mature rated video games. Inclusion of synopses in video game packaging is recommended to provide extended knowledge of specific mature content in video games while lowering exposure to minors, and decreasing the rape culture perpetuation.
Role Playing Rape:
How Video Games Perpetuate
Rape Culture
How Video Games Perpetuate
Rape Culture
Introduction
Video games continue to grow as a major entertainment source, with children an average age of 14 playing typically 9 hours a week (Stermer & Burkley, 2012). It is crucial to observe the content of video games and the effects on social, primarily sexual, behaviors.
Purpose of the Study
The purpose of this report is to examine the sexual content in video games, how it plays a role in rape culture, and implementing further ESRB education to avoid unwarranted exposure. The answers to the following questions will be provided:
- What is rape culture?
- How strong is the sexual content in video games?
- How do video games mature content effect rape tendencies?
- How informed are people on ESRB descriptors vs. actual content?
Scope of the Study
This study was limited by a time span of 12 weeks, limited monetary resources to provide a larger survey sample with a longer questionnaire, and the specific nature of the topic. Information was gathered mostly through psychology databases. Survey participants were limited to 100 anonymous individuals composed through social networking.
Methods and Procedures
Secondary research was primarily utilized through customary research of journals, books, and website articles. A survey was issued in April of 2014, through social networking of 100 anonymous participants. The survey consisted of 73 females and 27 males. Participants were asked questions regarding mature-rated video games, their knowledge of ESRB (Entertainment Software Rating Board), and their allowance of children under 17 playing these games (See Appendix for questions).
Findings
What is Rape Culture?
Rape culture is defined as "an environment in which rape is prevalent and in which sexual violence against women is normalized and excused in the media and popular culture" (Rape Culture, n.d.). It has been a topic of discussion since the 1970's, and pushed to notice through literature including Emilie Buchwald's Transforming a Rape Culture (What is Rape Culture?, n.d.).
Rape culture is propagated through a multitude of behaviors, but some examples are (Rape Culture, n.d.):
- Minimizing sexual assault
- Victim blaming
- "Misogynistic language"
- "Glamorization of sexual violence"
- "Gratuitous gendered violence in movies and television"
These myths she spoke of were:
- "All women want to be raped"
- "No woman can be raped against her will"
- "She was asking for it"
- "If you're going to be raped, you might as well relax and enjoy it"
Brownmiller also discusses how the idea of rape is nearly ingrained into our minds from early on. "Rape seeps into our childhood consciousness by imperceptible degrees. Even before we learn to read we have become indoctrinated into a victim mentality. Fairy tales are full of a vague dread, a catastrophe that seems to befall only little girls" (Brownmiller, 1975, p. 309). Even nearly 40 years later, society has not changed. It is still in the business of a thriving rape culture.
Matt Atkinson, a therapist specializing in rape trauma, wrote a book called Resurrection after Rape, to aid victims of sexual assault through the many stages of recovery. Part of the book focuses on self-blame, and how a society focused on victim blaming plays a part in it. This culture is widespread and represented through ads for clothing, social media memes, and even toys. An example he used is of this t-shirt that really exists (Atkinson, 2010):
Figure 1
Rape Culture on Clothing
Rape Culture on Clothing
The view of this particular game, although not the only one, lending itself to rape culture is widespread. When discussing gender inequality and rape culture Kaity Bergquist states,
One of the worst examples is the video game Grand Theft Auto (italics mine). The male characters in the game are rewarded for the rape or murder of women in the game. If men are being taught that doing this is okay in a game, it's logical that they will think it's okay in real life. Most men won't go out and rape someone just because of a video game, but the seeds have been planted (Bergquist, 2013).
Video Games, Sexual Violence, and Gender Roles
A number of studies have observed video games and the gender roles portrayed by them. In 1998, Tracy L. Dietz provided an analysis of 33 popular video games and their themes. Through her research it was concluded that nearly 30% women were objectified and over 20% included violence towards women. (Dietz, 1998).
Sexual Violence. Specific examples of sexual violence, specifically objectifying women, from video games are offered through other studies. The Grand Theft Auto series is noted for its use of women as prostitutes and men as brutes. "A male can have sex with a prostitute, then kill her and take his money back…Female prostitutes, when hit by a male character, are programmed to respond, 'I like it rough'" (Dill & Thill, 2007, p. 853). In, Duke Nukem Forever released in 2011, players have to retrieve a women dressed in school attire that speaks only in a sexual manner. "When the woman is uncooperative, the player must spank her to 'put her in her place'" (Stermer & Burkley, 2012, p. 2). An even more recent and disturbing depiction of sexual violence is in Metal Gear Solid V: Ground Heroes where, "a female character is sexually assaulted by male characters; while there is no visual depiction, sounds of ripped clothing and struggle can be heard. The words "f**k" and "sh*t" are heard in the dialogue" (ESRB, n.d.)
Gender Roles. Dietz discusses in her observations that video games and their negative portrayals of women may have an adverse effect on gender identity. Girls learn to be "needy" and focus on beauty and sex appeal, while boys learn to "protect and defend" and possess women through violence (Dietz, 1998). It is hard to ignore the portrayal of these roles even in early games. The Adventures of Bayou Billy (1989), a man holds a knife to a woman with large breasts, wearing a low cut dress. Double Dragon (1985)
which depicts a woman in a mini-skirt also with large breasts getting hit by man on the street who then kidnaps her (Dietz, 1998).
Another study observed gender roles through video game characters with over 80% of male characters depicted as aggressive and over 60% of female characters are sexualized. Within this same research, a survey was conducted amongst 49 college freshmen (20 male, 29 female) to characterize male and female video game characters. The table below shows descriptors commonly used to illustrate these characters (Dill & Thill, 2007):
Figure 2
Characterizations and Frequency
Characterizations and Frequency
Male
|
Female
| ||||
Characterization
|
Rank
|
Frequency
|
Characterization
|
Rank
|
Frequency
|
Muscular/Strong/Built
|
1
|
35
|
Skimpy clothes/
Naked/ Tight Clothes |
1
|
18
|
Violent/Deadly
|
2
|
21
|
Big boobs/
Voluptuous |
2
|
15
|
Mean/Cocky/Arrogant/
Belligerent |
3
|
18
|
Skinny
|
3
|
13
|
Athletic/Sports
|
4
|
8
|
Slutty/Sexy/Hooker
|
4
|
11
|
Gangster
|
5
|
5
|
Violent
|
5
|
7
|
These portrayals underpin a view that "men are aggressive and powerful" while women are unhealthy, sexually objectified, and "second-class" (Dill & Thill, 2007). The sexism shown isn't meant to represent actuality, but mythology, and as stated by Dill & Thill "those myths construct the social realities that real people believe in and act on" (Dill & Thill, 2007, p. 854).
Effects of Video Games on Rape Tendencies
Rape tendencies include a predisposition to rape and the myths behind it. Personality plays in this role through hyper-masculinity, which "emphasizes power, control, and macho characteristics" (Dill K. E., 2009, p. 133)
Rape Mythology and Video Games. Studies have shown a correlation of stereotype portrayals with acceptance of rape myths. Two main female stereotypes are present named the virgin and the vamp. The virgin is sweet, innocent, and needs man's protection while the vamp is sexualized through inviting men to use her. Depending on how a stereotype is construed, affects the acceptance of rape myths (Fox & Bailenson, 2009). Fox and Bailenson's study showed a higher rape myth acceptance when subjects "encountered a highly stereotypical character."
Another study discovered that men who regularly play "violent sexualized video games were higher in rape proclivity and rape myth acceptance" and "men who played a sexualized video game later judged a rape victim more negatively" (Stermer & Burkley, 2012). In Dill's study in 2009, there was a direct correlation of video game violence exposure and rape myth acceptance. Some of the myths these participants were likely to believe post exposure were (Dill K. E., 2009):
- Women want to be raped
- Women ask for and deserve rape
- Women cry rape for attention
- "Rape victims are promiscuous"
- Drunk women are "fair game" for men even if they refuse sex
Rape Proclivity. Children absorb roles through childhood play, which can be accomplished through video games. We have shown how video games can have an adverse effect on gender identity (Dietz, 1998), yet how does this relate to rape and the culture supporting it?
In February of 2014, children at a British Co-Ed school were found "simulating rape and intercourse," amongst other mature behavior, on the playground. When teachers confronted the children about where they had seen these actions, the answer was Grand Theft Auto V. In response to this discovery, the headmaster sent a letter to all the parents, warning them that this behavior would not be tolerated. Excerpts from the letter are below (Harris, 2014):
Figure 3
Behavior Portrayed from Grand Theft Auto
Behavior Portrayed from Grand Theft Auto
Figure 4
Warning to Parents
Warning to Parents
ESRB Ratings vs. Actual Knowledge
The ESRB is responsible for attaching age appropriate ratings to video games. On the front of the box there is a symbol to represent the rating and on the back there are content descriptors to provide a meaning behind the rating (Kutner & Olson, 2008). While the ratings and content descriptors are meant to protect minors from suggestive content, parents aren't always aware what they really mean.
In order to show the correlation between ratings vs. actual knowledge of content, specifically sexual content, a survey was conducted of 100 candidates (73 female, 27 male), questioning about ESRB and allowance of M-Rated game-play by minors. It was predicted frequency of adults who would allow a child to play an M-Rated game, would drop once reading a synopsis of the sexual content (Questionnaire can be found in Appendix A).
Since Grand Theft Auto is one of the most controversial M-Rated series, it is no surprise that there was a greater response to the content portrayed throughout one of the titles. Out of the parents that would allow their children to play Grand Theft Auto games, almost 70% changed their mind after reading a synopsis.
Gender played a big role on allowance of minors to play Grand Theft Auto. Shown in the following figure, men were at a higher propensity to allow a minor to play this series, even after reading the detailed synopsis.
Figure 5
Gender Role on Allowance
of Minors Playing Grand Theft Auto
Gender Role on Allowance
of Minors Playing Grand Theft Auto
What is even more troubling is that almost 50% of these men are current parents of a child under 17. Furthermore, nearly 90% of men were familiar with the ESRB while almost 50% of women were not. Regardless of the skewed acceptance of minors playing Grand Theft Auto by men, there was still a drop in percentage post synopsis reading. Other games that saw a decrease post synopsis, although not as significant, were South Park: The Stick of Truth and the Saints Row series.
Analysis
Consideration of primary and secondary research of how video games perpetuate a rape culture and allowance of minors to play such games, has led to the following analysis.
Summary
It has been shown through multitudes of studies that video games and their mature content have a direct correlation to the absorption of gender roles and acceptance of rape myths. Furthermore, specific ties to rape proclivity has been represented through research and real life examples of children acting out rape scenes. Considering these findings, it can be reduced that video games feed into the rape culture that is widespread.
A survey of 100 participants revealed that post synopsis reading, the likelihood of allowing a minor to play sexually explicit games such as Grand Theft Auto dropped significantly. Additionally, it was shown that men had a higher propensity to allow minors to play this specific game series.
Conclusions
Based on the research provided the following conclusions were drawn:
- Rape culture is supported by the belief of rape myths.
- Rape myth and acceptance is ingrained in society through multiple outlets including video games.
- Video games portray gender in stereotypical roles that support rape myths.
- Rape tendencies including a predisposition to rape and the myths behind it can increase through exposure to mature video games.
- ESRB ratings and content descriptors are not representative of actual scenarios within a video game.
- Allowance of minors to play games such as Grand Theft Auto drops post synopsis reading.
Recommendations
Through these findings it is suggested that further education of ESRB ratings and content is needed. While synopses are available online through ESRB's website, parents cannot read this on the back of a game box. Greater enforcement of policies regarding M-Rated video game sales, as well as full synopsis inclusion on video game packaging, would aid in the reduction of minors exposure to inappropriate content.
With video games continuing to grow as a favorite pass-time for adolescents, it can be said that this reduction in exposure would only help to establish a more supportive society that fights against, rather than accepts, rape.
References
Atkinson, M. (2010). Resurrection after Rape: A Guide for Transforming from Victim to Survivor. Oklahoma City, Oklahoma: RAR Publishing.
Bergquist, K. (2013, April 22). Gender Inequality: Rape Culture in America. Retrieved April 25, 201, from the telescope: http://www2.palomar.edu/telescope/2013/04/22/gender-inequality-rape-culture-in-america/
Brownmiller, S. (1975). Against Our Will Men, Women, and Rape. New York, New York: Simon and Schuster.
Dietz, T. L. (1998, March). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38.
Dill, K. E. (2009). Violent video games, rape myth acceptance, and negative attitudes toward Women. Violence against women in families and relationships, 133,.
Dill, K. E., & Thill, K. P. (2007, October 17). Video Game Characters and the Socialization of Gender Roles: Young People's Perceptions Mirror Sexist Media Depictions. Sex Roles, 852, 853,854.
ESRB. (n.d.). Rating Information: Metal Gear Solid V: Ground Heroes. Retrieved April 23, 2014, from Entertainment Software Rating Board: http://www.esrb.org/ratings/synopsis.jsp?Certificate=33278
Fox, J., & Bailenson, J. N. (2009, June 12). Virtual Virgins and Vamps: The Effects of Exposure to Female Characters' Sexualized Appearance and Gaze in an Immersive Virtual Environment. Sex Roles.
Harris, S. (2014, February 12). Children as young as six have been acting out drug and rape scenes from Grand Theft Auto in the PLAYGROUND, says British headteacher. Retrieved from Mail Online: http://www.dailymail.co.uk/news/article-2557533/Children-young-six-acting-drug-rape-scenes-Grand-Theft-Auto-PLAYGROUND-says-headteacher.html
Kutner, L., & Olson, C. K. (2008). Grand Theft Childhood. New York, New York: Simon & Schuster.
Rape Culture. (n.d.). Retrieved April 26, 2014, from Marshall University: http://www.marshall.edu/wcenter/sexual-assault/rape-culture/
Stermer, S. P., & Burkley, M. (2012, May 21). SeX-Box: Exposure to Sexist Video Games Predicts Benevolent Sexism. Psychology of Popular Media Culture, 1,2.
What is Rape Culture? (n.d.). Retrieved April 26, 2014, from Women Against Violence Against Women: http://www.wavaw.ca/what-is-rape-culture/
No comments:
Post a Comment