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roles that a game portrays is established. In the next game consoles, examining the first 20 minutes of each
section we will examine how gender roles in games are game and coding how characters were clothed. The study
currently being identified. found that approximately 14% of characters were female.
Of these, 40% of female characters were voluptuous and
PREVIOUS STUDIES OF GENDER ROLES IN GAMES female characters exposed more skin than male characters
The earliest studies of video games found that female (Beasley and Standley 2002). Similarly to Dietz (1998),
characters were infrequently included, with masculine or this study was limited to games belonging to a specific
gender-neutral characters dominating games (Gailey game hardware platform. Beasley and Standley (2002)
1993). Provenzo (1991) studied popular games for the randomly selected games from local video stores, but
Nintendo Entertainment System, examining video game were unable to obtain some games which were already
covers using a simple coding system in a visual content borrowed by users. This failure may indicate a reduction
analysis. The coding focused on gender, clothing and of testing of popular games in their sample set. The
poses, with additional coding being done to evaluate if specified 20 minutes of coding relies on the skill of the
female characters are being shown in passive victim roles. tester; a poor player would have experienced far less of
The results of the study were that men outnumbered the game than a good player. Beasley and Standley
women 13 to 1, women were never shown in dominant (2002) admit that the study fails to consider the
roles and men were never shown in submissive roles importance or behaviour of the coded characters in the
(Provenzo 1991). Additionally, approximately 30% of game.
games with female characters presented the characters as
victims requiring assistance (Provenzo 1991). The use of A similar study of the first 30 minutes of gameplay was
a single coder in the study, without any reliability testing performed in 2009 by Martins, Williams, Harrison and
of the coding being done, limits assumptions of reliability Ratan. This study was interested exclusively in the body
of the coding. The coding of the presence of passive imagery displayed by women in 150 games, comparing
victims is not described in detail, so may be flawed. the game representation to real-world measurements of an
Provenzo (1991) also restricts the sample range to a average American woman. The research found that game
single game hardware platform, bringing into question the characters were thinner in games aimed at children and in
usefulness of extending the study to other gaming games with high levels of photorealism (Martins,
platforms. Williams et al. 2009). Williams, Martins, Consalvo and
Ivory also examined gender, race and age in 150 games
The study of video game covers was repeated by Burgess using the first 30 minutes of gameplay. Williams et al.
and Stermer (2007) using similar coding methods, but found that white adult males were over-represented in
focusing on popular games for the Microsoft Xbox, games (Williams, Martins et al. 2009). The similarities in
Nintendo Gamecube and Sony Playstation 2. This study authors of these papers explain the identical research
found that men were 5 times more likely to be the methods, where an expert player was video taped while
primary characters on the game cover than women, but playing the game, and then the recording was coded.
women were 6 times more likely to be hypersexualised in This process ensures consistency and maximizes how
appearance (Burgess and Stermer 2007). The study much game is experienced. The method does not address
improved Provenzo (1991) study in that it used 3 coders, the differences in gameplay between an expert player,
with tests for reliability in coding games and in that it who may be goal-oriented and seeking optimal gameplay
tested games from a variety of game platforms. strategies, and a typical player, who may be interested in
exploring non-optimal gameplay elements.
Dietz (1998) conducted a study of gender roles and
violence in 33 popular Nintendo and Sega Genesis games Downs and Smith examined the first 20 minutes of 60
during 1995. This research found that 41% of the games games using the same methodology as Martins et al.
had no female characters at all. Of the games with women (2009) and Williams et al. (2009), having a single player
in them, 28% showed women as sex objects and 21% record their experience then performing a content analysis
included violence specifically directed at women (Dietz on the video recording. This study coded sex, resolution
1998). The games chosen were specific to 2 game (graphics quality), clothing, nudity, body proportions,
hardware types that catered to casual, younger gamers. sexual language, sexual behaviour, appropriateness of
By looking at popular games the study may have been attire, breast size and waist size. The analysis found that
weighted to a particular genre of games. females were underrepresented, with 14% of characters
being female (Downs and Smith 2010); this finding is
Dunlop (2007) used both Provenzo (1991) and Dietz
identical to the earlier Beasley and Standley (2002)
(1998) coding techniques to examine the 20 top selling
conclusion. Women were presented more sexually than
games for the Microsoft Xbox and Sony Playstation in
men in clothing and physical appearance (Downs and
2002. The results of this study were presented
Smith 2010).
descriptively rather than qualitatively, so no direct
comparison to the prior studies is possible. Dunlop (2007) Casual games were examined in 2011, using 2 coders and
doesn’t explain why the games were so old compared to examining the first 20 minutes of gameplay (Wohn
the analysis, and doesn’t present any additional coding 2011). The study examined only the primary characters
techniques to Dietz (1998) or Provenzo (1991). of the game, coding sex, race, appearance and
personality. The analysis found that females were equally
Beasley and Standley (2002) analysed 47 randomly
represented, with no significant differences between male
selected games for the Sony Playstation and Nintendo 64
186
and female number or appearance (Wohn 2011). The sexual overtones that male characters did not show (Mou
author argues that this finding is different from earlier and Peng 2008).
results due to the nature of casual games. The limitation
Aside from Dietz (1998) and Dunlop (2007) all of the
of examining the first 20 minutes is discussed, but by
studies described here examine gender roles using sample
focusing only on the primary character, the likelihood that
subsets of the full game (see Table 1). Some of these
the primary character changes significantly after 20
subset studies argue that coding an entire game is beyond
minutes of gameplay is acknowledged as being very low.
the ability of the researcher, and that studying some
Scharrer (2004) studied video game advertisements in 3 representation of the whole game is sufficiently
video game magazines, coding the dress, posture, illustrative of the game itself. This assumption has not
hypersexualisation and number of male and females. The been validated with any cross-testing method using
analysis found that men outnumbered women 3 to 1, complete game coding techniques such as used by Dietz
women were always portrayed as more sexually alluring (1998).
and more scantily dressed than the men (Scharrer 2004).
This study was extended by Dill and Thill (2007), who
examined all video game images in 6 game magazines in Date Technique
2006. Similar to Scharrer (2004), this study analysed
content, looked at gender roles, clothing, aggression, 1991 Subset: Video game cover
dominance and hypersexualisation of men and women.
The study found that women were 60 times more likely to 1998 Entire game
be shown as sexualised than men, 4 times more likely to
be scantily clad and 40 times more likely to be shown in a 2002 Subset: First 20 minutes of gameplay
mix of sex and aggression (Dill and Thill 2007).
2004 Subset: Video game advertising in magazine
Ivory (2006) analysed video game reviews of popular
games on a single game review site, examining 2006 Subset: Video game review on website
descriptive language, prominence of gender in reviews
and the images associated with the reviews. The 2007 Subset: Introductory game movie
examination found that male characters were almost twice
2007 Subset: Video game cover
as likely to be mentioned, pictured and presented as
primary characters in a game review compared to female 2007 Subset: Video game advertising in magazine
characters (Ivory 2006). Female characters were 12 times
more likely to be described with sexual descriptors and 40 2007 Subset: Video game review in magazine
times more likely to be shown in sexualised images
compared to male characters (Ivory 2006). The study fails 2008 Subsets: Video game cover, Introductory game
to consider an inherent bias contained on the single movie, official game trailer
review site examined, nor was there an attempt to validate
findings through cross-checking other reviews. This study 2009 Subset: First 30 minutes of gameplay
was repeated by Miller and Summers (Miller and 2009 Subset: First 30 minutes of gameplay
Summers 2007), with a smaller set of coding values,
using 3 game magazines rather than a website for game 2010 Subset: First 20 minutes of gameplay
reviews. The results of this study were almost identical to
Ivory (2006). 2011 Subset: First 20 minutes of gameplay
Jansz and Martis (2007) looked at the introductory film of
Table 1. Summary of previous research date and techniques
12 popular games for the Microsoft Xbox and Sony
Playstation 2 game platforms. The games chosen were
METHODOLOGY
selected with consideration to the requirements of the
This study will test the following hypothesis:
coding techniques, which considered gender, role and
appearance. The study showed equal proportions of men Examination of a subset of a game will produce
and women in primary roles, in dominant roles and statistically similar results to examination of the whole
shown with a hypersexualised appearance. The study game.
acknowledges the limitation in the selection of videos
analysed could possibly be non-representative. Approach
This study was designed to cross-test a single game with
Mou and Peng (2008) examined 3 game subsets of 19
both subset and entire game analysis of gender roles. The
games, coding the video game cover, introductory movie
hypothesis that these are statistically equivalent will be
and official game trailer. Mou and Peng (2008) argue the
considered.
cover, introductory movie and game trailer are superior to
an examination of limited gameplay, representing a Two specific subsets will be compared. The first will be
sampling across the entire game rather than a linear that of examining the video game cover. The second
portion of the game (Mou and Peng 2008). The study subset will be examining the first 20 minutes of
found that white males were over-represented, while gameplay.
female characters were stereotyped and portrayed with
187
The subsets will be compared to an analysis of the whole The coding sheet collected multiple data elements from
game. each character in the game. The number of each gender
represented in the game was recorded, with neutral and
The primary technique of analysis of gender roles in
indeterminate categories if gender was not clear. Each
games has been content analysis (Provenzo 1991; Dietz
character was rated on their appearance, clothing,
1998; Beasley and Standley 2002; Scharrer 2004;
sexuality of poses and attractiveness. The behaviour of
Burgess and Stermer 2007; Dill and Thill 2007; Dunlop
each character in the game was examined for stereotypes,
2007; Jansz and Martis 2007; Martins, Williams et al.
and the importance of their role in the game was rated.
2009; Williams, Martins et al. 2009; Downs and Smith
2010; Wohn 2011). We will use the same process to
Use of data for subset analysis
replicate the approach of these prior researches. In order to determine the effectiveness of coding a whole
game versus coding a subset, the collected data was
Removal of bias
selectively used in the subset analysis.
Previous game studies of gender focus of providing a
wide spectrum of games and have usually used multiple For the whole game analysis, all data was used to
coders to allow a broad understanding of the game determine gender representation in the game.
industry and eliminate bias in coding results.
In examining video covers, the number of each gender,
In this research, testing the hypothesis can be done on a sexuality of poses, type of clothing and presence of
single game and with a single coder, so long that the recessive/passive behaviour were the only data criteria
subset and whole game coding use the same data. Any used. This limited data set is based on previous studies of
bias that exists for the subset would also exist for the this nature (Provenzo 1991; Burgess and Stermer 2007).
whole game. Since this study is not seeking to
In examining the first 20 minutes of the game, the
extrapolate the findings to the whole industry - rather it is
number of each gender, sexuality of poses and type of
trying to test the null hypothesis - a single game failing
clothing worn were the only data used. Again, this limited
the test is enough to put the hypothesis into doubt.
dataset is based on previous studies (Beasley and
Standley 2002).
Choice of target game
The game Fallout 3 has been chosen as the object of
Data interpretation
study due to several important elements in the game’s
The coded data will be collected and analysed for
nature. It is a recently released game, so represents latest
statistical significance in any of the coded fields.
iteration of technology and application of modern game
design principles. Fallout 3 has been released across A Pearson’s chi-square goodness-of-fit test will be used
several different platforms: the Microsoft Xbox 360, the to determine the statistical significance (if any) of
Sony Playstation 3 and for the Windows Operating difference in number of female and male characters being
System. However, the different releases are coded.
fundamentally the same. It was also selected because it is
A chi-square cross-tabulation will be used to determine
a popular game with sales of approximately 4.7 million
the statistical significance (if any) of each of the coded
units, so it will have a large audience and a corresponding
large affect on the perception of gender roles (Bethesda fields compared with gender.
Softworks 2008). In addition, Fallout 3 has been aimed at
RESULTS
older audiences, so includes mature themes and
narratives. Furthermore, it has an extended playing time 1. Analysis of Entire Game
of at least 100 hours and is intended to have a long In total 221 characters were examined in Fallout 3.
narrative and large cast of characters. This will allow
testing of the validity of a complete game versus subset Coding 1(a)
gender role coding Gender Count
These elements are important to reduce or eliminate the Male human (MH) 124
flaws observed in earlier studies of gender roles in games.
Fallout 3 is also a high profile and highly influential Female human (FH) 76
game and the analysis may be indicative of the state of
the game industry and the characteristics of future games. Male non-human (MNH) 13
Coding 3 (a)
Table 3. Coding of naked skin compared to equivalent
members of opposite gender Gender Stereotypical No Stereo. Dialogue
dialogue
A chi-square cross-tabulation fails with the entire dataset
as expected values fall below the required minimum of 5. MH 2 122
However, examining only the human characters gives
χ²(1)
=
5.69,
p
<
0.05.
This
indicates
a
statistical
FH 11 65
significance
in
female
characters
exposing
more
skin
that
male.
MNH 0 13
FNH 0 8
Coding 2(b)
Gender No Sexuality Weak Strong
Table 5. Stereotypical dialogue used by character
Posed Sexuality Sexuality
Posed Posed The expected values falls just below 5, indicating that chi
square analysis is inadequate. The coding seems to be
MH 124 0 0 indicating some kind of bias, but we cannot make any
statistical judgement.
FH 75 1 0
Coding 3 (b)
MNH 13 0 0
Behaviour was coded, rating character behaviour as one
FNH 8 0 0 of not requiring help (needing rescuing, being captured,
being assaulted), weakly requiring help or strongly
requiring help.
Table 4. Coding of sexuality of poses taken by character
The expected values fall below 5 and we are unable to
Again here the expected values fall below 5. The coding
make any statistical statement.
clearly indicates that there is no gender bias in sexuality
of character poses.
Coding 3 (c)
Coding 2 (c) Gender No Sexual Implicit Overt
Clothing types and styles of similar characters was coded, behaviour Sexual Sexual
rating sleeve length, neckline and lower body as one of behaviour behaviour
conservative, normal, revealing or none.
MH 117 7 0
A chi-square cross-tabulation fails with the entire dataset
as expected values fall below the required minimum of 5. FH 70 4 2
Even when reducing the field to only humans, analysis of
the sleeve and lower body clothing fail. However, MNH 13 0 0
examining only the neckline of human characters gives
FNH 8 0 0
χ²(1)
=
5.62,
p
<
0.05.
This
indicates
a
statistical
significance
in
female
characters
exposing
more
Table 6. Sexual behaviour of character
cleavage
that
male.
Here the expected values fall below 5 and we are unable
Coding 2 (d) to make any statistical statement.
Hypersexualised physical appearance was coded, rating
musculature, breast size and waist size as one of
underdeveloped, normal, overdeveloped or none.
189
Coding 3 (d) Coding 4 (d)
Hypersexualised behaviour was coded, rating characters Gender Weak/Dependent Not
as one of masculine (not present, weak or strong) or Weak/Dependent
feminine.
MH 15 109
The expected values fall below 5 and we are unable to
make any statistical statement. FH 20 56
Coding 4 (a) MNH 2 11
Gender No Non- Core Quest
Quest core FNH 1 7
Quest
Table 10. Character shown in dependent, subordinate or
MH 81 34 9 weak role
192
Gentile, D. A., Humphrey, J., & Walsh, D. A. (2005).
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