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2015/03/08 19:51:23
Subject: Am I the only one tired of gaming culture?
It is funny you should say that, because you basically said “If you manage to give every North Korean access to the international media, the North Korean society would change”, which seems not that far away from “If you manage to make mainstream video games break all the sexist tropes, you will get video games players to change”. If I understand what you said well, you are saying the media are just giving people the will to change, but then they force the change themselves. I am okay with that. If video games breaking the sexist tropes just give people the will to be less sexist, and they do the change themselves, the starting point is still getting video games to break the sexist tropes, the end result is still people being less sexist, it is all the same to me.
As above, the two cases aren't comparable at all. I just gave the example to portray a possible function media could have, the thought experiment and the thread's topic cannot be compared on any level.
In your example, the important part that I did not take into account was “foreign media”, am I right?
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2015/03/08 20:00:49
Subject: Am I the only one tired of gaming culture?
Blood Hawk wrote: It isn't just that, in entertainment especially a lot of products have specific targeted demographics ahead of time and the choices made about the product are done to cater to what the stereotypical person in that demographic wants.
Yeah, I know. It is just both funny and sad when they do this on stuff that was previously completely gender-neutral because there is no damn reason for it to be gendered.
And I would like to provide a quite funny unexpected counter-example with My Little Pony : Friendship is Magic, which was targeted both at young girls and adults, mostly neckbeards .
Or how playgirl was originally marketed towards women and it turns its biggest demographic was gay men. While these exceptions do exist they aren't all that common vs. the alternative.
2015/03/08 20:01:15
Subject: Am I the only one tired of gaming culture?
Not going to delve too far into it, so just a few points to consider:
1) NK is able to go on because it has zero information. If the cases were comparable, you'd have to assume that people were completely uninformed about sexism. Not the case. In the contrary.
2) Widespread media would drastically improve life for most NK citizens as they'd immediately see the vast advantages our societies have over theirs. Not the case with video games at all, let alone they don't target all citizens.
3) NK citizens are in an incredibly crappy situation and would happily grasp for the tiniest straw. Not the case with gamers at all.
4) In the thought experiment, the change would be initiated by information, perceived sexism cannot be changed by information.
5) The reason for sexist motifs in media is profit / free market. The reason for oppression is...oppression. Power.
There's a lot more, but those gotta suffice. The two cases are vastly different.
And I would like to provide a quite funny unexpected counter-example with My Little Pony : Friendship is Magic, which was targeted both at young girls and adults, mostly neckbeards .
MLP wasn't targeted at adults, it was explicitely targeted at young girls, even surprising the authors to a large extent.
This message was edited 1 time. Last update was at 2015/03/08 20:05:32
Sigvatr wrote: MLP wasn't targeted at adults, it was explicitely targeted at young girls, even surprising the authors to a large extent.
I thought it was meant to be attractive to both from the start. But okay, Kaeloo, then. You do not put references to the Pulp Fiction accidental shooting scene in a kid show if you only expect it to be watched by kids!
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2015/03/08 20:52:36
Subject: Am I the only one tired of gaming culture?
Automatically Appended Next Post: Oh, and another one to The good, the bad and the ugly!
This message was edited 1 time. Last update was at 2015/03/08 21:02:35
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2015/03/08 23:46:55
Subject: Am I the only one tired of gaming culture?
*continues to brandish Hitchens' Razor in the hope Hybrid might finally catch on*
Meanwhile, from the wizened words of TotalBiscuit:
I am consistently bothered by this throw-away phrase "media affects people" as if its some kind of argument winner, an inarguable statement of fact. In reality it's lazy, it's too vague, it's pseudo-intellectual at its worst. It makes a gigantic broadstroke which is so heinous in its inaccuracy as to render it an utterly meaningless buzz-phrase. Media affects people. Yes but what kind of people, what kind of media and in what kind of ways? We know of course that news media can affect peoples political views or the amount of fear they have in their day to day lives of the possibility of say a terrorist attack. This in turn has knock-on effects. News media can incite panic buying, protests, you name it. But news media is (supposedly) a completely factual representation of what is actually going on in the real world. There's a reason why a video of a real death has more impact than a death in a movie, a videogame, a book or a television series.
So I ask you this. In what way, specifically, do videogames affect people? What kind of people do they affect? Is it universal or are some people more susceptible than others? To what degree does it affect people? What attitudes can it inspire? We already know, based on uncountable studies that videogames do not cause violent behavior, so that indeed is one way in which videogames DO NOT affect people. What about the current hot-topic, sexism? We know for instance that gender portrayal in advertising can influence buying behaviors and even the perception of gender roles, but can videogames do the same thing or more to the point, do they have to TRY to do that? Advertising is the finely honed apex of the manipulation of consumer thought. It's sole goal is to change your mind, make you want to buy something, or act a certain way. It's entire purpose is laser-focused on just that. But again, advertising at least to some degree is factual, it's based in the real world on real products. Can you really apply the same standard to videogames and if so, where is your proof?
See I've been asking for proof for a while (Funny, so have I... -HB). Does a game like Dead or Alive foster sexist attitudes within its players? Where is the proof of that and more to the point why are we listening to people that say that it does who don't have a hint of a background that would make us believe them? Where are the scientists? Where are the psychologists who can tell us "yes, X media can cause Y behavior". We've heard this argument before, it came from Jack Thompson. Jack didn't have any evidence either and study after study has rebuked his assertion that videogames cause violence. As a result I remain skeptical, as is healthy, about games causing anything else and continue to believe in the consumers ability to separate fantasy from reality.
"Media affects people". 3 little words with no meaning. Ask for the rest of the sentence, then the rest of the paragraph and then the list of studios pertaining to videogames.
I'll continue to push for more diverse characters in videogames because I think that makes videogames more interesting and has the potential to make them appeal to a wider demographic. These are all good reasons to do it. I'd rather we reach a goal where videogame writing is better and we have better characters because we used positive reasoning to get there, rather than scaremongering tactics and pseudoscience.
This message was edited 2 times. Last update was at 2015/03/08 23:53:00
I am consistently bothered by this throw-away phrase "media affects people" as if its some kind of argument winner, an inarguable statement of fact. In reality it's lazy, it's too vague, it's pseudo-intellectual at its worst. It makes a gigantic broadstroke which is so heinous in its inaccuracy as to render it an utterly meaningless buzz-phrase. Media affects people. Yes but what kind of people, what kind of media and in what kind of ways? We know of course that news media can affect peoples political views or the amount of fear they have in their day to day lives of the possibility of say a terrorist attack. This in turn has knock-on effects. News media can incite panic buying, protests, you name it. But news media is (supposedly) a completely factual representation of what is actually going on in the real world. There's a reason why a video of a real death has more impact than a death in a movie, a videogame, a book or a television series.
So I ask you this. In what way, specifically, do videogames affect people? What kind of people do they affect? Is it universal or are some people more susceptible than others? To what degree does it affect people? What attitudes can it inspire? We already know, based on uncountable studies that videogames do not cause violent behavior, so that indeed is one way in which videogames DO NOT affect people. What about the current hot-topic, sexism? We know for instance that gender portrayal in advertising can influence buying behaviors and even the perception of gender roles, but can videogames do the same thing or more to the point, do they have to TRY to do that? Advertising is the finely honed apex of the manipulation of consumer thought. It's sole goal is to change your mind, make you want to buy something, or act a certain way. It's entire purpose is laser-focused on just that. But again, advertising at least to some degree is factual, it's based in the real world on real products. Can you really apply the same standard to videogames and if so, where is your proof?
See I've been asking for proof for a while (Funny, so have I... -HB). Does a game like Dead or Alive foster sexist attitudes within its players? Where is the proof of that and more to the point why are we listening to people that say that it does who don't have a hint of a background that would make us believe them? Where are the scientists? Where are the psychologists who can tell us "yes, X media can cause Y behavior". We've heard this argument before, it came from Jack Thompson. Jack didn't have any evidence either and study after study has rebuked his assertion that videogames cause violence. As a result I remain skeptical, as is healthy, about games causing anything else and continue to believe in the consumers ability to separate fantasy from reality.
"Media affects people". 3 little words with no meaning. Ask for the rest of the sentence, then the rest of the paragraph and then the list of studios pertaining to videogames.
I'll continue to push for more diverse characters in videogames because I think that makes videogames more interesting and has the potential to make them appeal to a wider demographic. These are all good reasons to do it. I'd rather we reach a goal where videogame writing is better and we have better characters because we used positive reasoning to get there, rather than scaremongering tactics and pseudoscience.
Hi, I am a real social scientist who studies video games and their impact. I would have happily used my real name a year ago, but GG has made me very reluctant to do so, since I have neither the time or energy to be harassed. I have written some popular stuff on games, and have published peer-reviewed research. I have also been involved in educational game design and worked with a lot of well-known game companies. My background is in sociology and economics, but I work psychologists as well. I am not a member of DiGRA, and my work is quantitative (experimental and economentric) not qualitative. This is the answer to TB's recent question ("Where are the scientists? Where are the psychologists who can tell us 'yes, X media can cause Y behavior'"), sticking to peer-reviewed research.
First, the good stuff. Video games can make you a better surgeon, people who are good at video games make 1/3 to 1/2 the errors of those who are not [1]. Video games can also teach you how to lead [2], can increase satisfaction and happiness [3], and do a whole bunch of other amazing stuff: see von Ahn's work on games and computing, for example. So there are certainly positive real-world effects. That is, after all, why I study games, to see if I can put these positive effects to good use.
Prior to GG, I may have focused more on the good than the bad, but TB and GG in general has made it important to examine the negative effects as well. I think everyone here knows that video games are not linked to violence, even among vulnerable populations [4]. However, that doesn't mean that video games can't have negative real-world consequences, as there is a difference between linkages to violence and links to aggression and other negative effects. This has long been controversial, one early meta-study of 54 other studies [5], found strong links between video games and aggression, though these early studies were subject to considerable criticism[6].
As bad news for fellow lovers of games: in the past couple of years, there has been much better evidence of the link between violent video games and aggressive behavior. A quite impressive recent long-term longitudinal study in JAMA pediatrics concluded "This study found that habitual violent VGP [video game play] increases long- term AB [Aggressive Behavior] by producing general changes in AC [Aggressive Cognition],and this occurs regardless of sex, age, initial aggressiveness, and parental involvement." [7] Further, some populations seem particularly vulnerable, especially those with three Big Five traits: "high neuroticism (prone to anger and depression, highly emotional, and easily upset), disagreeableness (cold, indifferent to other people), and low levels of conscientiousness (prone to acting without thinking, failing to deliver on promises, breaking rules)." [8]
On the gender and video games side, there is less good empirical quantitative work, but what is there goes against the arguments of TB. One study exposed individuals to either sexist video game depictions of women or else control images of women, and then asked them to judge a real-life sexual harassment case. Men exposed to the video game depictions were more likely to tolerate harassment than those not exposed, and higher levels of exposure to video game violence had similar effects. [9] A second study found "that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations." [10] There is still more work to be done, but the early evidence strongly suggests that games matter on views of gender.
So, what does it all mean? I am strongly inclined to believe games are a force for good, but that they also have potential negative consequences, as can all media. We have evidence that what happens in games matter, and I worry that, by ignoring science, that groups like GG will only cause the focus to be on the negative, not the positive. I'll answer questions in the comments if you have any...
[added on reflection] Let me also say on other thing. There are a number of us in academia who love games, care about games, and believe games are important. We have been working for years to make games a legitimate tool for education and for study, and we were making progress. People were starting to take games seriously. And then came GamerGate. I have seen the careful progress of a decade come crashing down, and now, when I go to talk about games to industry groups or fellow academics, GamerGate always comes up as an example of how terrible and immature people who play games are. It will take years and years to repair the damage, and it is absolutely devastating to the serious study and application of the power of games to real problems. We are going to have trouble getting grants, getting foundations to fund games, and getting people to take us seriously. It is devastating and makes me very sad.
[1] Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of surgery, 142(2), 181-186.
[2] Reeves, B., Malone, T. W., & O’Driscoll, T. (2008, May). Leadership’s online labs. Harvard Business Review.
[3] Przybylski, A., N. Weinstein, K. Murayama, M. F. Lynch, and R. Ryan, 2012 “The ideal self at play: the appeal of video games that let you be all you can be.” Psychological science, 23: 69–76. SAGE Publications.
[4] Ferguson, C.J., Olson, C.K. Video game use among “vulnerable” populations: The impact of violent games on delinquency and bullying among children with clinically elevated depression or attention deficit symptoms. Journal of Youth and Adolescence, 2014
[5] The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance DA Gentile, PJ Lynch, JR Linder, DA Walsh - Journal of adolescence, 2004
[6] Ferguson, C. J. (2010). Blazing angels or resident evil? Can violent video games be a force for good?. Review of General Psychology, 14(2), 68.
[7] Gentile, D. A., Li, D., Khoo, A., Prot, S., & Anderson, C. A. (2014). Mediators and moderators of long-term effects of violent video games on aggressive behavior: practice, thinking, and action. JAMA pediatrics, 168(5), 450-457.
[8] Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: a review and integration of personality research. Review of General Psychology, 14(2), 82.
[9] Dill, K. E., Brown, B. P., & Collins, M. A. (2008). Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment. Journal of Experimental Social Psychology, 44(5), 1402-1408.
[10] Yao, M. Z., Mahood, C., & Linz, D. (2010). Sexual priming, gender stereotyping, and likelihood to sexually harass: Examining the cognitive effects of playing a sexually-explicit video game. Sex roles, 62(1-2), 77-88.
This message was edited 2 times. Last update was at 2015/03/09 10:56:06
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2015/03/09 12:58:13
Subject: Am I the only one tired of gaming culture?
Yeah, I'm more than a bit disappoint. While on the one hand, I do get what TB means but at the same time the only way to not be aware of the numerous studies that have been published in the last few years alone is nothing if not a sign that someone is not paying attention.
Really, TB shouldn't be asking "where are the experts." he and everyone should be asking "Why is this complex subject being so ludicrously dumbed down to the inane?"
I am consistently bothered by this throw-away phrase "media affects people" as if its some kind of argument winner, an inarguable statement of fact. In reality it's lazy, it's too vague, it's pseudo-intellectual at its worst. It makes a gigantic broadstroke which is so heinous in its inaccuracy as to render it an utterly meaningless buzz-phrase. Media affects people. Yes but what kind of people, what kind of media and in what kind of ways? We know of course that news media can affect peoples political views or the amount of fear they have in their day to day lives of the possibility of say a terrorist attack. This in turn has knock-on effects. News media can incite panic buying, protests, you name it. But news media is (supposedly) a completely factual representation of what is actually going on in the real world. There's a reason why a video of a real death has more impact than a death in a movie, a videogame, a book or a television series.
So I ask you this. In what way, specifically, do videogames affect people? What kind of people do they affect? Is it universal or are some people more susceptible than others? To what degree does it affect people? What attitudes can it inspire? We already know, based on uncountable studies that videogames do not cause violent behavior, so that indeed is one way in which videogames DO NOT affect people. What about the current hot-topic, sexism? We know for instance that gender portrayal in advertising can influence buying behaviors and even the perception of gender roles, but can videogames do the same thing or more to the point, do they have to TRY to do that? Advertising is the finely honed apex of the manipulation of consumer thought. It's sole goal is to change your mind, make you want to buy something, or act a certain way. It's entire purpose is laser-focused on just that. But again, advertising at least to some degree is factual, it's based in the real world on real products. Can you really apply the same standard to videogames and if so, where is your proof?
See I've been asking for proof for a while (Funny, so have I... -HB). Does a game like Dead or Alive foster sexist attitudes within its players? Where is the proof of that and more to the point why are we listening to people that say that it does who don't have a hint of a background that would make us believe them? Where are the scientists? Where are the psychologists who can tell us "yes, X media can cause Y behavior". We've heard this argument before, it came from Jack Thompson. Jack didn't have any evidence either and study after study has rebuked his assertion that videogames cause violence. As a result I remain skeptical, as is healthy, about games causing anything else and continue to believe in the consumers ability to separate fantasy from reality.
"Media affects people". 3 little words with no meaning. Ask for the rest of the sentence, then the rest of the paragraph and then the list of studios pertaining to videogames.
I'll continue to push for more diverse characters in videogames because I think that makes videogames more interesting and has the potential to make them appeal to a wider demographic. These are all good reasons to do it. I'd rather we reach a goal where videogame writing is better and we have better characters because we used positive reasoning to get there, rather than scaremongering tactics and pseudoscience.
Hi, I am a real social scientist who studies video games and their impact. I would have happily used my real name a year ago, but GG has made me very reluctant to do so, since I have neither the time or energy to be harassed. I have written some popular stuff on games, and have published peer-reviewed research. I have also been involved in educational game design and worked with a lot of well-known game companies. My background is in sociology and economics, but I work psychologists as well. I am not a member of DiGRA, and my work is quantitative (experimental and economentric) not qualitative. This is the answer to TB's recent question ("Where are the scientists? Where are the psychologists who can tell us 'yes, X media can cause Y behavior'"), sticking to peer-reviewed research.
First, the good stuff. Video games can make you a better surgeon, people who are good at video games make 1/3 to 1/2 the errors of those who are not [1]. Video games can also teach you how to lead [2], can increase satisfaction and happiness [3], and do a whole bunch of other amazing stuff: see von Ahn's work on games and computing, for example. So there are certainly positive real-world effects. That is, after all, why I study games, to see if I can put these positive effects to good use.
Prior to GG, I may have focused more on the good than the bad, but TB and GG in general has made it important to examine the negative effects as well. I think everyone here knows that video games are not linked to violence, even among vulnerable populations [4]. However, that doesn't mean that video games can't have negative real-world consequences, as there is a difference between linkages to violence and links to aggression and other negative effects. This has long been controversial, one early meta-study of 54 other studies [5], found strong links between video games and aggression, though these early studies were subject to considerable criticism[6].
As bad news for fellow lovers of games: in the past couple of years, there has been much better evidence of the link between violent video games and aggressive behavior. A quite impressive recent long-term longitudinal study in JAMA pediatrics concluded "This study found that habitual violent VGP [video game play] increases long- term AB [Aggressive Behavior] by producing general changes in AC [Aggressive Cognition],and this occurs regardless of sex, age, initial aggressiveness, and parental involvement." [7] Further, some populations seem particularly vulnerable, especially those with three Big Five traits: "high neuroticism (prone to anger and depression, highly emotional, and easily upset), disagreeableness (cold, indifferent to other people), and low levels of conscientiousness (prone to acting without thinking, failing to deliver on promises, breaking rules)." [8]
On the gender and video games side, there is less good empirical quantitative work, but what is there goes against the arguments of TB. One study exposed individuals to either sexist video game depictions of women or else control images of women, and then asked them to judge a real-life sexual harassment case. Men exposed to the video game depictions were more likely to tolerate harassment than those not exposed, and higher levels of exposure to video game violence had similar effects. [9] A second study found "that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations." [10] There is still more work to be done, but the early evidence strongly suggests that games matter on views of gender.
So, what does it all mean? I am strongly inclined to believe games are a force for good, but that they also have potential negative consequences, as can all media. We have evidence that what happens in games matter, and I worry that, by ignoring science, that groups like GG will only cause the focus to be on the negative, not the positive. I'll answer questions in the comments if you have any...
[added on reflection] Let me also say on other thing. There are a number of us in academia who love games, care about games, and believe games are important. We have been working for years to make games a legitimate tool for education and for study, and we were making progress. People were starting to take games seriously. And then came GamerGate. I have seen the careful progress of a decade come crashing down, and now, when I go to talk about games to industry groups or fellow academics, GamerGate always comes up as an example of how terrible and immature people who play games are. It will take years and years to repair the damage, and it is absolutely devastating to the serious study and application of the power of games to real problems. We are going to have trouble getting grants, getting foundations to fund games, and getting people to take us seriously. It is devastating and makes me very sad.
[1] Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of surgery, 142(2), 181-186.
[2] Reeves, B., Malone, T. W., & O’Driscoll, T. (2008, May). Leadership’s online labs. Harvard Business Review.
[3] Przybylski, A., N. Weinstein, K. Murayama, M. F. Lynch, and R. Ryan, 2012 “The ideal self at play: the appeal of video games that let you be all you can be.” Psychological science, 23: 69–76. SAGE Publications.
[4] Ferguson, C.J., Olson, C.K. Video game use among “vulnerable” populations: The impact of violent games on delinquency and bullying among children with clinically elevated depression or attention deficit symptoms. Journal of Youth and Adolescence, 2014
[5] The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance DA Gentile, PJ Lynch, JR Linder, DA Walsh - Journal of adolescence, 2004
[6] Ferguson, C. J. (2010). Blazing angels or resident evil? Can violent video games be a force for good?. Review of General Psychology, 14(2), 68.
[7] Gentile, D. A., Li, D., Khoo, A., Prot, S., & Anderson, C. A. (2014). Mediators and moderators of long-term effects of violent video games on aggressive behavior: practice, thinking, and action. JAMA pediatrics, 168(5), 450-457.
[8] Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: a review and integration of personality research. Review of General Psychology, 14(2), 82.
[9] Dill, K. E., Brown, B. P., & Collins, M. A. (2008). Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment. Journal of Experimental Social Psychology, 44(5), 1402-1408.
[10] Yao, M. Z., Mahood, C., & Linz, D. (2010). Sexual priming, gender stereotyping, and likelihood to sexually harass: Examining the cognitive effects of playing a sexually-explicit video game. Sex roles, 62(1-2), 77-88.
And that is a different set of studies that I ended up posting a few pages back. I guess it's not a case of where is the evidence, but more if people have read it.
This message was edited 1 time. Last update was at 2015/03/09 15:21:05
2015/03/09 23:06:49
Subject: Re:Am I the only one tired of gaming culture?
Thanks for the links Hybrid. Have only had a quick look, but the first study (Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment) uses a lot of loaded language, which makes me question their bias. They even use the phrase social justice at one point
For the second study (Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass) the language is a lot more neutral, although it should be noted that it is not without its limitations. First, the study focused primarily on immediate cognitive effects of playing sexually-oriented games, not long-term effects. In addition, a typical video game may take hundreds of hours of playing time to complete. The effects of repeated experience on players’ cognition, emotion, attitude, and behavior should also be addressed.
Although the sexually-oriented video game chosen in the research was a popular game title, the use of a single game as treatment may have limited the generalizability of the findings. We cannot be sure if the findings can be extended to all sexually oriented video games.
And speaking of loaded language, let's see what the ADL's been up to lately:
Spoiler:
Thanks for the links Hybrid. Have only had a quick look, but the first study (Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment) uses a lot of loaded language, which makes me question their bias. They even use the phrase social justice at one point
For the second study (Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass) the language is a lot more neutral, although it should be noted that it is not without its limitations. First, the study focused primarily on immediate cognitive effects of playing sexually-oriented games, not long-term effects. In addition, a typical video game may take hundreds of hours of playing time to complete. The effects of repeated experience on players’ cognition, emotion, attitude, and behavior should also be addressed.
Although the sexually-oriented video game chosen in the research was a popular game title, the use of a single game as treatment may have limited the generalizability of the findings. We cannot be sure if the findings can be extended to all sexually oriented video games.
Even if you take the first study at its word and assume no Bias the results are mixed though. The men exposed to the video game images do in fact show higher tolerance to sexual harassment but at the same time the women shown those same images show lower tolerance. Meaning that video game images had the opposite effect on women. Also in terms of rape there was no significant difference in either group.
The second was...weird honestly. The lexical decision task was used. The thing I found strange is that test is used to test people memory (for those unfamiliar they give a series of scrambled words as well as just random letters and you have to tell which one is a basically an anagram and which ones are just random letters). The individuals that played Leisure Time Larry where faster at picketing out sexually words like penis, but is that due to them have increased thoughts of sexual objectification or are they just recognizing them due just playing the game that was about sex. I mean to put it this way, what if the game they used to test was Rome Total War and the words they were testing where all associated with Rome and well War. Wouldn't one expect the individuals you played Rome Total War to guess those words faster due to just playing a game where those words were used. But just because they guessed the words faster does that mean they now have more violent thoughts? I don't know its weird. I have a degree in Social Science but not psychology so maybe the lexical decision task is considered perfectly fine to test sexual objectification or whatever but as outsider it looked weird to test it that way.
This message was edited 4 times. Last update was at 2015/03/10 03:11:43
2015/03/10 02:47:51
Subject: Re:Am I the only one tired of gaming culture?
And speaking of loaded language, let's see what the ADL's been up to lately:
Spoiler:
for the "tl;dr" crowd (I made it about 2 minutes in) what was the general idea?? For the record, that lady was boring as feth to listen to, and very "mom-preachy" so it was off-putting to me
2015/03/10 02:54:02
Subject: Am I the only one tired of gaming culture?
for the "tl;dr" crowd (I made it about 2 minutes in) what was the general idea?? For the record, that lady was boring as feth to listen to, and very "mom-preachy" so it was off-putting to me
Can you read the Partial transcript?
Spoiler:
“Is Gaming A Boy’s Club?” is the name of a school lesson plan developed by the Anti-Defamation League—ADL for short. The ADL is a well-respected organization that has fought anti-Semitism and racism for decades. As a long-time admirer of the ADL, I am baffled by its sponsorship of such a biased and dogmatic curriculum. The lesson plan advertises itself as meeting standards for inclusion in the Common Core—an influential national curriculum. The entire lesson plan is dedicated to the proposition that video games are a hotbed of sexism and misogyny, and it gives students the message that anyone who dares to suggest that games should be more inclusive can expect to be terrorized by malevolent gamers. Lesson materials include a video and an article by feminist critic Anita Sarkeesian—both are harsh indictments of the world of gaming. That would be fine if she were not the only assigned author. In another part of the lesson plan, the teacher places seven posters around the room—each bearing a statement about video games. Students are then told to attach Post-Its to those they agree with. Three are neutral—for example: “I have played video games” and “I have watched other people play video games.” But four are affirmations about sexism: “I have witnessed sexism in video games,” “I believe video games can perpetuate sexism.” None says anything positive about games—such as, “Gaming is an exciting activity for both women and men,” or “Sexism in video games is exaggerated.”The curriculum also includes a small group discussion on sexism and video games and “additional resources” that focus on—guess what?-- harassment, misogyny, and terror in the culture of video games. The curriculum is not only obsessively one-sided—much it is false, misleading, or exaggerated. Let’s start with the very first sentence. “Video games do not have a good track record when it comes to positively including girls and women.” But on page 3 of the curriculum students learn that women now constitute 48 percent of video game players—up from 40 percent in 2010. An important study has shown that there has been a major demographic shift in the video game industry toward the inclusion of women, but men and women prefer to play different types of games. The world of games is rich and diverse and there is room for everyone. Why give young women the discouraging message that they are not wanted? What about the idea that video games—especially those most popular with men-- perpetuate sexism? The lesson plan promotes this idea, yet offers no evidence. The fact is, as video games have thrived in the U.S., so have women’s freedoms and opportunities and participation in sports and games. As I have said in an earlier videos on gaming, gender critics have to show, not dogmatically assume, that video games make men sexist and unjust—or hold women back in some way. They have not even tried to meet burden of proof. Finally, what about the claim that when women criticize video games, they receive abusive messages or even threats. Unfortunately, this is sometimes true. Feminist critics have received threats, and that’s deplorable. But what the ADL fails to mention is that no one knows who sent them—and males (and females) who challenge the feminist critique receive them too. Milo Yianappoulos, a British writer who defends gamers from the charge of sexism received a letter that contained dead mouse impaled by a razor blade.
To sum it up the ADL made a very biased one sided lesson plan for teachers that basically reads like it was written by Anita Sarkeesian. Most of the sources are either Sarkessian's work, news articles about her work or the threats she received or one study that breaks up types of online harassment on gender and type.
This message was edited 2 times. Last update was at 2015/03/10 03:13:17
2015/03/10 03:18:24
Subject: Am I the only one tired of gaming culture?
I just wish video games had progressed as an art to the point where we could start applying new criticism, new historicism, deconstructionism, or formalist analysis to them a bit more frequently without coming off as fanboys as opposed to facile feminism analysis nearly exclusively.
Help me, Rhonda. HA!
2015/03/10 03:24:18
Subject: Am I the only one tired of gaming culture?
Gordon Shumway wrote: I just wish video games had progressed as an art to the point where we could start applying new criticism, new historicism, deconstructionism, or formalist analysis to them a bit more frequently without coming off as fanboys as opposed to facile feminism analysis nearly exclusively.
Well everyone is a fan, so don't worry about that. I mean the only people who care enough to critically look at anything are fans. If you want, try out your criticisms. I might be fun seeing what your talking about.
2015/03/10 03:28:58
Subject: Re:Am I the only one tired of gaming culture?
To sum it up the ADL made a very biased one sided lesson plan for teachers that basically reads like it was written by Anita Sarkeesian. Most of the sources are either Sarkessian's work, news articles about her work or the threats she received or one study that breaks up types of online harassment on gender and type.
Indeed I can, and in much less than 6 minutes
And I kind of agree that it is extremely biased and made to look negative... But then again, if we're assuming this is supposed to be taught at a school, anything other than "graduate and go to COLLEGE, or you will be an utter failure in life" will be made to look "bad". It's a large reason why (IMO) programs like wood and metal shops, home econ, and most other "life skill" classes/curriculum have been cut from most school districts. (Then theres the whole view of Football/Basketball/Baseball> music/arts/life skills, etc. so when budgets come out its usually sports that are the safest from being cut.... but that's a different thread)
2015/03/10 03:45:05
Subject: Am I the only one tired of gaming culture?
Gordon Shumway wrote: I just wish video games had progressed as an art to the point where we could start applying new criticism, new historicism, deconstructionism, or formalist analysis to them a bit more frequently without coming off as fanboys as opposed to facile feminism analysis nearly exclusively.
Well everyone is a fan, so don't worry about that. I mean the only people who care enough to critically look at anything are fans. If you want, try out your criticisms. I might be fun seeing what your talking about.
It's more the tone and background research I was referring to. I am starting to see a bit more in the academic journals (I am a teacher) but the debate in popular culture seems almost exclusively gender driven. Certainly some game designers are making some interesting narrative choices (swery, Kojima, maybe Levine) but the debates seem obsessed with easy targets with little depth. Really, all of the discussions currently going on about video games were had with literature and film from the 1940s-1960s but with much less academic rigor than then. I mean just look at a comparison between a "credible" gaming blog (take your pick) vs a credible film blog (davidbordwell.net or movie mezzanine.com for example) and you will see pretty quickly that the tone and maturity level is markedly different. The question begins to arise--is it the art or the consumers of the art that account for this disparity?
Help me, Rhonda. HA!
2015/03/10 03:49:09
Subject: Re:Am I the only one tired of gaming culture?
dementedwombat wrote: Is "gaming culture" even a thing anymore? I kind of thought it has gotten to the point that so many people play video games that "playing video games" isn't really enough of a niche to hang a cultural identity on.
Despairing the end of gamer culture is a pretty big factor in gamer culture, actually.
Rant time:
Here's the problem. For about 20 years, from the first Video game crash of 1983 through the mid 2000s, video gamers were mostly kids and what we'll charitably call individuals in the social hinterlands. In other words, losers.
As gaming gains more and more mainstream acceptance, a lot of gamer types are realizing a horrible truth: they're not losers because they play games. They're just losers, and they happen to play games. Now, just because their losers doesn't mean they want to accept that. They've blamed external forces for so long, that they cannot accept that the problem is them.
That's why hard core, fedora and trench coat wearing Gamer Culture is so toxic. These are people that lived under the delusion that their alienation and marginalization was due to their hobby. That gak simply ain't true, not when you've got frat boys playing Xbox and Homecoming queens that play WOW. But they can't handle it. They want gaming (and nerd culture in general) to go back to being niche, so at least they can pretend to be normal sized fish in a small pond.
Quoted for fething truth.
My god we aren't some sort of super cool underground. Can't we all accept that we are simply....
This message was edited 1 time. Last update was at 2015/03/10 03:54:55
"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."
2015/03/10 04:05:18
Subject: Am I the only one tired of gaming culture?
Gordon Shumway wrote: I just wish video games had progressed as an art to the point where we could start applying new criticism, new historicism, deconstructionism, or formalist analysis to them a bit more frequently without coming off as fanboys as opposed to facile feminism analysis nearly exclusively.
Well everyone is a fan, so don't worry about that. I mean the only people who care enough to critically look at anything are fans. If you want, try out your criticisms. I might be fun seeing what your talking about.
It's more the tone and background research I was referring to. I am starting to see a bit more in the academic journals (I am a teacher) but the debate in popular culture seems almost exclusively gender driven. Certainly some game designers are making some interesting narrative choices (swery, Kojima, maybe Levine) but the debates seem obsessed with easy targets with little depth. Really, all of the discussions currently going on about video games were had with literature and film from the 1940s-1960s but with much less academic rigor than then. I mean just look at a comparison between a "credible" gaming blog (take your pick) vs a credible film blog (davidbordwell.net or movie mezzanine.com for example) and you will see pretty quickly that the tone and maturity level is markedly different. The question begins to arise--is it the art or the consumers of the art that account for this disparity?
Both? Gaming is still a very young medium and we are still figuring out how to talk about and criticize games. Currently we talk a lot about the genre stuff well ya because it's easy. People make videos to explain different concepts and what they mean. It's kind of an easy concept to grasp. (I don't even understand some of the other words you used. ) I think people would be willing to explore other aspects, but they need to be taught some of the basics. You can't dive until you can swim I guess is the point I am making here.
2015/03/10 14:41:14
Subject: Re:Am I the only one tired of gaming culture?
Regarding the claim from a few pages back that sexism isn't accepted in today's society, I think the subject discussed in this thread in our very own OT forum is more than enough to shoot so many holes in the statement that it'll sink faster than a Jell-O submarine.
This message was edited 1 time. Last update was at 2015/03/10 18:42:38
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.