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Essay / Research Paper Abstract
A 10 page research paper that investigates and summarizes empirical literature on the use of gender stereotypes and their effect on behavior in regards to video games. Bibliography lists 9 sources.
Page Count:
10 pages (~225 words per page)
File: KL9_khvidgames.doc
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Unformatted sample text from the term paper:
into a huge industry, earning $20 billion annually (Behm-Morawitz and Mastro, 2009). In the 1970s and 80s, the general public perception of video games and the people who played them
was the it was an activity that appealed primarily to children and adolescents who were socially awkward (Dickerman, Christensen and Kerl-McClain, 2008). This picture has totally changed as today roughly
67 percent of the heads of household in American homes report that they routinely play video games. Games have become increasingly technologically more advanced, that is, able to portray increasingly
life-like characters engaged in realistic action and showing this action and characterization in greater detail. With this increase in technological expertise, there has been corresponding increase in graphic violence, as
well as portrayals of sexual behavior. In general, the portrays of men and women in video games present hyper-sexualized stereotypes, as all women are envisioned as beautiful, with huge
breasts and slim figures, while men all have huge muscles. The following examination of literature explores the question of whether or not video games play a role in reinforcing stereotypical
views of gender roles and sexual attractiveness. Behm-Morawitz and Mastro (2009) points out that the demographic profile of the average gamer has changed, as the market has expanded beyond
simply appealing to adolescent boys, as many adults, including women, also enjoy video gaming. One survey, conducted by the gaming industry, reports that 40 percent of all American game players
are female and 80 percent of girls in grades 4-12 report playing video games (Behm-Morawitz and Mastro, 2009). Furthermore, the average age of the typical video gamer is now 35,
which indicates how the activity has expanded and is no longer simply a childhood or adolescent pastime (Behm-Morawitz and Mastro, 2009). Therefore, when researchers investigate the effect of video games
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