role of video games in gender socialization of children growing up. For example, what would parents buy their 9-year-old son on his birthday and would it be different if it was a daughter. Also the effects of video games on the age groups that play them."
For the past four decades video games have been a top seller in the electronic market. Millions of parents line up each year to purchase the latest and greatest video games for their children. They come in all forms, including violence, games, activities, sports and others. The video game advent came on the heels of the women's movement getting up to speed, which has made it difficult to gauge the exact gender impact the games have had since they hit the market. Now, four decades later video games are being blamed for everything from murder to failing out of school with little attention to how they impact specific genders. It is important to know what the affect of video games is on the gender socialization of children as they are growing up for several reasons. The marketing departments will have a better idea on how to target the genders for purchase and the educators, therapists and parents who work with children can have some idea on how the use of video games may be impacting the children. Gender differences have been discovered in other areas of life and it stands to reason there may be a gender issue in the socialization of children when it comes to the video game market. It is also important to understand the effect that video games have on the age groups that play them. This research proposal will attempt to address these issues and discover what, if any impact the current video game industry is having on the socialization of the genders.
There has been concern about the effect of video games on children's behavior almost since their inception. As early as 1982, the Surgeon General of the United States, C. Everett Koop, stated that "children are into the games, body and soul -- everything is zapping the enemy" (Vessey, 2000)."
Social content presented in a violent context can affect children's attitudes toward sexual stereotypes. For example, females are often portrayed as more passive and in need of rescuing. Over 20% of the most popular games actually include violence against women (Dietz, 1998). Despite these findings, proponents of games frequently espouse the belief that games help youth deal with pent-up feelings of aggression and hostility. Others justify the games that contain violence as prosocial by seeing violence as an acceptable method for defending good from evil (Vessey, 2000)."
Children however, continue to see the playing of video games as socially desirable and acceptable.
Initial research indicates a need for parents to monitor the type of video games that their children are playing. Further research is needed to determine how games affect each gender and how it may contribute to the actions of each gender.
Literature Review
In the search for answers regarding violence and video games there have been many studies conducted over the years. One study measured the presentation of violence and its context in the games that were popular.
This particular study looked at males that were eight to 18 years old and their video game playing habits. The research discovered that boys who were between the ages averaged 41 minutes a day sitting in front of and playing video games. The study also measured how many minutes per day the girls averaged playing video games and came up with a mean number of 12 minutes (Smith, 2003). This research is important to the proposed study because it prompts the question of whether it is the type of game played by girls or the length of time that trigger the actions that may be undertaken because of the games. It also asks the question why girls play a reduced number of minutes as compared to boys. Is it marketing? Is it the type of games that are available to buy? Is it the differences biologically between the genders (Smith, 2003)?
Several studies have examined the impact that gaming has on individuals' aggressive tendencies. Some of the research conducted in the 1980s found a relationship between game playing and aggression, while other studies did not. However, the games 15 years ago were much less violent in nature than are the killing games available in today's market (e.g., Mortal Kombat, Wolfenstein 3D). Consistent with this thinking, more recent evidence suggests a positive relationship between playing interactive violent media and aggressive tendencies, especially when subjects are male, characteristically aggressive, and prefer violent gaming content (Smith, 2003)."
According to...
II. WHAT WAYS to TRADITIONAL GENDER EXPECTATIONS FACILITATE PERSONAL DEVELOPMENT? The traditional gender expectations that have passed through many generations greatly facilitate personal development of the individual. For example, it is well-acknowledged among researchers that girls are less-often geared toward the mathematics and engineering fields by teachers, parents, and other's known to impact the life of the young individual in college and career choices. For instance, when viewing the following two
Males and females are socialized differently in that respect from their earliest years as toddlers, throughout their later childhood years, and especially, during adolescence and young adulthood. As a result, even after factoring out the influence of socioeconomic class, specific exposure to criminality, and other external influences on the behavior of the individual, males are involved in all types of crimes more than women, and the difference is even
In the only ad involving men and food, the man is a cartoon delivery man carrying cookies. 13% of the ads dealing with women also involve children in the picture -- 86% of the ads involving adults and children involve women as the adult. The one exception is a tragic ad about heart disease in which the female figure has been cut out of the picture leaving a stricken
SOCIOLOGY Sociology: Gender and Racial SocializationGender socialization involves getting acquainted with the roles of respective genders- males and females (Amin et al., 2018). It starts at the very beginning of human life, during the early days of childhood, and continues for the rest of human lives. Most prominently, it happens between the age of 10 to 15 years when puberty starts revealing itself for both genders. Certain physical and hormonal
I use the above family as an example that I think that the socialization of children remains the primary job of the parent and that parents can help determine how external society influences impact their children. Whether society freaked out because of an image of a little boy with pink toenails is not nearly so important as how a family reacts if a little boy wants to paint his toenails
In addition, the researcher note that the relatively small sample size in their study did not allow separate genetic analyses for males and females (Coolidge et al.). Environmentalism (social influence). A recent study by Wallien and Cohen-Kettenis (2008) analyzed psychosexual outcomes of gender-dysphoric children at 16 years and older to determine childhood characteristics related to psychosexual outcomes based on various social influences that may be experienced during the timeframes studied.
Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.
Get Started Now