Women as Victims in the Video Game World

After completing a quantitative and qualitative analysis of video game trailers, the research showed a strong correlation between the video game trailers and female stereotypes. The results showed that more often than not, women were depicted in stereotypical fashion through the analysis of appearance, actions, and roles. The severity of the stereotypes presented within the games were often dependent on the genre being examined. For example, video games trailers that fall under the genre, sandbox, showed far more moments in which stereotypical clothing was shown. 

Credit: The Witcher 3: Wild Hunt – Killing Monsters Cinematic Trailer by The Witcher

Sandbox games Seemed to be one of the driving forces towards the projection of gender stereotypes in video game trailers. There were 31 instances of exposing clothing, nudity, and more in the sandbox genre, while the next closest genre was horror, with 5 instances. Sandbox games are immersive worlds, in which the player is allowed to roam freely and experience the world. This results in the world around the game being much more detailed, with character design and dialogue. This could be a source of the gender stereotypes present in the game. Additionally, the qualitative data showed more instances of gendered language used in sandbox games. The 2015 game of the year, The Witcher 3, used the word ‘bitch’ to refer to a woman during the trailer. These subtle forms of gendered stereotypes are implanted much more often in the video game trailers of sandbox games than any others in this dataset. 

Credit: Dying Light – Good Night, Good Luck Trailer by Gamespot

Despite the majority of stereotyping instances coming from sandbox games, the horror genre was prevalent as well. The qualitative data was able to show multiple instances in which the women were the people who needed saving. This can be seen in Dying Light, The Last of Us, and Resident Evil, where the women are scared and need to be saved. The qualitative data shows that there were 4 instances of women in submissive roles, while the next closest genre was 3 in strategy games.

Understanding the data provided above can help understand that there is a presence of stereotypical behavior projected on wen characters in video game trailers. The way in which women act, speak, and are spoken about are able to indicate the implications these trailers have on gender. Sandbox games have shown the strongest portrayal of gender stereotypes, yet there is still a presence in other categories. 

Men as the leaders in the Video Game world

After completing a quantitative and qualitative analysis of video game trailers, the research showed a strong correlation between the video game trailers and male stereotypes. Men are shown as a dominating force throughout most video games. Within the video game trailers, 26 of the 30 main characters in video games are men, and the actions within these video game trailers often follow the predetermined stereotypes present within society.

The results of this analysis were able to find that men’s bodies were a large source of the gender stereotypes presented in video games. Across all games and genres, the qualitative data showed 60 instances in which men were shown with large muscles. There were 47 instances of facial hair, and 16 scars. These characteristics of appearance are often indicators of ‘manliness’ and project many common stereotypes within society. There were several instances in the qualitative research in which the stereotypical roles of men were reinforcing the gender stereotypes. Games had often shown men as the providers, leaders, and strong people of video games.

Credit: Grand Theft Auto V Trailer by Rockstar Games

Similarly all of the video game trailers examined showed 37 different accounts of ment in dominant positions over others. This is a common theme within society, and is implied within the video game trailers as well. Qualitative research shows this through, men being leaders in wars in Civilization 6 (2016), hunting for food in Ark: Survival Evolved (2015, and coming home to their wives cleaning dishes in XCOM: Enemy Within (2013). The projection of men above others is a common theme. 

Stereotypes across Genres

Gender stereotypes are not confined to a single genre, however there are genres that appear to implicate these stereotypes more, and in different ways. Some genres prefer to present women as submissive people in need of help from a man, while others tend to project women in stereotypical appearance. Both genders are treated differently throughout the games, and the results from the qualitative and quantitative analysis are able to support these claims.

The results of the analysis were able to find that sandbox and horror games showed the most common stereotypes presented of women in submissive roles, and being saved by men, the strategy games showed the most men in powerful roles. This may imply that one game may show the stereotypes of both men and women through a different light and perspective. Genres are able to project these stereotypes through differing imagery and actions. 

Further results of the analysis were able to find that men showed the smallest amount of emotion within the genre of survival video game trailers. There were only two instances in which men showed emotion within the survival genre. The next closest category was puzzle games, with 5 times where emotions were shown in men. Survival games may show less emotions due to the aspects of their games being ‘tough’ and ‘difficult’. Media has often shown men to be the providers in survival situations, similar to the video game trailers represented in this data set. 

Credit: Civilization V Announcement Trailer by 2K

Once again, Sandbox game trailers have shown the most instances of gendered clothing and body stereotypes, yet horror games have the most comments on the body, age, and weight. The qualitative results help understand that these comments were all made in situations where a woman needed rescuing. Understanding these connections can help see the different ways in which each genre is able to use the gendered stereotypes.