Sex Roles (2007) 57:419–433 DOI 10.1007/s11199-007-9250-0 ORIGINAL ARTICLE Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers Melinda C. R. Burgess & Steven Paul Stermer & Stephen R. Burgess Published online: 30 June 2007 # Springer Science + Business Media, LLC 2007 Abstract Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have on gamers is discussed. Keywords Stereotypes . Sex roles . Video games Introduction Psychology has long concerned itself with the influence of images on attitudes and behavior. Specifically in the domain of psychology of women, social scientists with diverse perspectives have investigated the stereotyped images of women and men in television (Signorielli and Bacue 1999), children’s books (Gooden and Gooden 2001), and most dramatically, in advertising (Kilbourne 2002). The M. C. R. Burgess (*) : S. P. Stermer : S. R. Burgess Department of Psychology, Southwestern Oklahoma State University, Weatherford, OK 73096, USA e-mail: melinda.burgess@swosu.edu S. R. Burgess e-mail: stephen.burgess@swosu.edu purpose of this work was to perform a content analysis of video games to examine the portrayals of women and men in one of the most popular media outlets today. This work is a significant contribution to our understanding of the images that children and young adults are being presented today; while video games are routinely criticized for their violent content (see Anderson et al. 2003), few have discussed whether the games depict accurate and healthy portrayals of men and women. In the last 20 years, video games have become one of the most prevalent forms of entertainment for children and adults. According to the MediaWise Video and Computer Game Report Card (Walsh et al. 2005), 87% of 8–17 year old children played video games (92% of boys and 80% of girls). The rise in popularity of video games led to the creation of a society of professional gamers. This group, the Cyberathlete Professional League, allows gamers to pursue full-time careers playing video games that would provide the gamer with no need for an additional source of income. The CPL is the world’s most recognized brand in professional videogame tournaments and has been a major force in the transformation of videogame competitions to a professional sport. Since its founding in 1997, the Dallasbased organization has hosted 60 international main events with a total attendance of 300,000 gamers, has sanctioned over 500 international qualifiers and awarded over $3 million in prizes. It is tempting to believe that video games are strictly the domain of children and teens, as opposed to adults; however, the Entertainment Software Association (2006) found that 69% of gamers were over the age of 18 and that more women over 18 (30%) played than boys under 17 (23%; Entertainment Software Association 2006). Given this intense consumption, it is reasonable to ask, what is in these games? Much research and political attention has 420 been given to the violent content of these games and its potentially negative effects (see Anderson et al. 2003). We, however, focused our investigation on the portrayal of male and female characters. Given the plethora of research demonstrating that negative portrayals of women are associated with various negative results in both the attitudes and behaviors of both men and women, a critical question to ask is whether the portrayals of women in video games are associated with similar findings. This is a particularly important question given that video games are more interactive and repetitive in nature and these elements are proposed to make them even more influential (Anderson and Bushman 2001). However, before research on these relationships can be conducted the critical first step is to examine the content present in the video games. If there is no negative content, it is unlikely to have negative influence, but the presence of negative content will necessitate studying the influence of that negative content. Dietz (1998) conducted the first significant work examining gender roles and violence in games that were specifically marketed to young children. She was interested in the gender roles available in children’s games, as opposed to those targeted to an older audience, because of their potential influence on the children’s developing sense of gender roles. Her work revealed some disturbing findings. In playing 33 popular Nintendo® and Sega Genesis® video games for an hour each, Dietz (1998) found that the most common portrayal of women within the games was actually a complete absence; 41% of the games contained no women, and fully 30% of the games did not have any female characters, human or otherwise. In the games that did contain women 21% of the time they were portrayed as needing aid from a male (Dietz 1998). Two additional roles emerged as common: the physically beautiful “cheerleader” watching and/or encouraging the active male characters or the evil obstacle, who, when not unattractive, was portrayed in a sexually provocative style (no percentages provided). More recent research by Dill et al. (2005) examined computer games for violence, sex and race. Their work confirmed that computer games were no more egalitarian than Dietz found video games to be; only 10% of the main characters were clearly female and those females were typically highly sexualized. A recent review of the literature indicates that there has been little work investigating the portrayal of women in video games. Beasley and Standley (2002) examined 47 games for gender role stereotyping. They found that males were dramatically over represented relative to female characters by a ratio of approximately 5 to 1. In spite of the significant under representation of female characters on the whole, they were six times more likely to have a low-cut neckline and 41% of those women whose busts could be seen were characterized as voluptuous. Although this work was Sex Roles (2007) 57:419–433 certainly consistent with Dietz’s (1998) original findings of women being largely absent from the video game landscape, and physically alluring when present, what was particularly distressing about Beasley and Standley’s (2002) findings is that 52% of their games were rated as “E” games, indicating appropriateness for use by young children. The Entertainment Software Ratings Board (ESRB) currently assigns a rating of E (everyone), T (teen) or M (mature) to all computer and video games available for purchase. The E designation is deemed appropriate for all ages, the T designation restricts purchase of the game to those 13 and older and the M designation restricts purchase to those 17 and over. Scharrer (2004) examined 1,054 advertisements in video game magazines and Ivory (2006) examined 100 game reviews from a popular game review website. Neither Scharrer (2004) nor Ivory (2006) reported the ratings breakdown of the games they rated. These two studies used indirect methods to assess the content of video games for various reasons. Scharrer (2004) argued advertisements could be a more direct look at the messages that video games choose to send about gender. Ivory (2006) chose online reviews to avoid player skill issues in assessing a game (i.e., a less experienced gamer may not get far enough in a game, in a specified period of time, to see anything of interest). Although both these studies found that women were portrayed in ways similar to what Dietz (1998) reported, i.e., largely absent but sexualized when present, they were not analyzing the games themselves, but rather a third party’s representation (Scharrer 2004) or discussion (Ivory 2006) of those games. An additional, and more significant, concern with these studies was their source material. Both Scharrer (2004) and Ivory (2006) looked in sources designed for serious and experienced gamers. A novice gamer is unlikely to read gaming magazines because these magazines often are more in depth and rely on some advanced knowledge that is not available or of interest to a casual gamer. Ivory (2006) investigated reviews on the internet that are equivalent to a gaming magazine. Review sites generally state the technical aspects of the game and reference the quality of the story, graphics, and sound. These reviews do not usually contain information related to the actual content portrayed except when advancement has been made in gaming that adds to the realism or immersion of the game for the player. These sites do not cater to parents buying the games for their children or to the average gamer. Since video games are a constantly changing form of media we had a unique opportunity to examine the current character portrayals in a market where gamer demographics have drastically changed. It is important to ask whether the video game developers have improved in their portrayals of women since the games that Dietz (1998) examined hit the market. Our research addresses several gaps in the currently existing literature. First, we expanded the number and rating Sex Roles (2007) 57:419–433 of games included to ensure a broad and diverse sample. Specifically, we reviewed a large sample including games of the increasingly popular T and M ratings. In 2005, 47% of games sold received a rating of T or M (Entertainment Software Association 2006). It was essential to include T and M games, not just for their use by appropriate age groups, but also because data that suggest ratings are not keeping these games out of the hands of younger gamers. In the Media Wise survey (Walsh et al. 2005) of 4th–12th grade students (N=657), 70% of children reported playing M games; 78% of boys reported owning M games and 60% of children rated at least one M game as their favorite. Second, we analyzed the covers of the games, thus avoiding player skill issues. The cover contains images relevant to and present in the game, as opposed to the advertisements (e.g., Scharrer 2004). Advertisements could potentially have images not directly related to the game that are used to entice potential gamers into further examining the game described in the advertisement. Perhaps more importantly, the covers are available for anyone to see, whether they are experienced or not; the covers are easily viewed by those not even interested in playing. For example, video games are usually just one aisle away from the movies in a rental store. Games are not organized by rating so the games rated for mature audiences are often displayed together with games meant for younger children. There is nothing keeping young children from being exposed to the images on the M rated games even if they are only seeking an E rated game. Lastly, for many people the decision to purchase, play, or allow a child to play a game may be based largely on the material portrayed on the cover. From the perspective of female gamers, who play less than males and play different games than males (Stermer et al. 2006), the cover provides important information about what is contained inside. Much of the discussion about differences between how much men and women play has centered on the content of the games (Cassel and Jenkins 1998). Obviously, a cover can provide a powerful first impression of what the game may contain. If female characters are consistently negatively portrayed on the covers, female gamers may not bother going beyond the cover while males may see this as an inducement. The broad, overarching question we addressed was whether males and females were portrayed in different ways on video game covers. Specifically, we addressed four major considerations: (1) Are males and females equally present on the covers? (2) Are males and females portrayed as equally essential to the game? (3) Are male and female bodies portrayed in equivalent manners in terms of sexualization and exaggerated physiques? (4) Are males and females equally likely to be portrayed as violent? The issue of representation is particularly compelling considering that the video game market has now expanded 421 to include an increasing number of older and female players (Entertainment Software Association 2006). Specifically, are female characters now commonplace considering the increased market share of female gamers. Much has been made of game companies’ attempts to attract this new segment of the market (Cassel and Jenkins 1998). For example, the Lara Croft, Tomb Raider© franchise was hailed by the market as the first serious action/adventure game to feature a female character for female gamers. Lara Croft is an action/adventure heroine who thwarts enemies in various, exotic locales with her acrobatic physicality. Although clearly strong and fit to evade and defeat her enemies, she was most notable for her enormous, balloonlike breasts emphasized under a form fitting tank top and her extremely short shorts. It was her physical representation that made some question whether this game was really designed for female gamers or whether it was simply designed as a male fantasy (Kennedy 2002). If women are represented with some degree of frequency, it is important to ask if their roles have improved since Dietz’s work (1998). While it would certainly be unreasonable to criticize video games by claiming that they don’t offer good vocational role models, unless one is planning on developing as yet undiscovered super powers, it is reasonable to examine vocation from the perspective of agency. Are males and females portrayed as having equal amounts of action? Are males and females equally likely to be portrayed as primary characters? Are any characters relegated to being visual extras, and simply portrayed for their appearance? Is one sex more likely to fall into this category than the other? In a closely related vein, we examined role objectification of male and female characters. Dietz (1998) found that games offered two primary scripts for children to play: weak, albeit attractive, female needing male rescue or valiant male thwarted by a sexually aggressive female. It is reasonable to ask, ten years later, do companies portray males and females in a more egalitarian light? Regarding the physical representations of male and female characters, we were specifically interested in physical objectification, physical exaggeration and the relationship between violence and physique. The adjustment to one’s new, sexually mature body is challenging for most teens. This is particularly noticeable with the development of eating disorders in young women (Hoek and van Hoeken 2003) and the rise in illicit steroid use in young males (Whitehead et al. 1992). While few would argue that the media is solely to blame in either of these unfortunate phenomena, there is an abundance of research suggesting that unrealistic images from the media via television, movies and magazines influence young peoples’ desire to have a body that is exceedingly difficult to attain without extreme measures (e.g., Posavac et al. 1998; Cusumano and Thompson 1997). 422 Sex Roles (2007) 57:419–433 Yet, little to no research has examined whether male and female bodies are portrayed in a realistic way in video games in spite of the amount of time that teens are known to spend playing them (Anderson et al. 2004). Lastly, given the well-documented concerns with violence in video games, we asked whether male and female characters were equally likely to be portrayed as perpetrating violence. The following hypotheses were tested. Hypothesis One: Are males and females portrayed with equal frequency? Hypothesis Two: are males and females portrayed as equally active and essential to the game? Hypothesis 3: are males and females equally portrayed as role objectified? Hypothesis 4: Are men or women equally likely to be represented as a whole or a part? Hypothesis 5: Are male and female characters equally likely to be physically objectified? Hypothesis 6: Are male and female forms equally likely to be represented with exaggerated or glorified form? Hypothesis 7: Are male and female character equally likely to be portrayed as a decorative, secondary character in the game. Hypothesis 8: Do violent characters differ in their physical portrayal? were presented in their original size in a computer slide show. The coders each viewed a cover at the same time and completed a checklist with the relevant categories while the cover was in view. They then orally stated their decisions. Any disagreements were discussed until reconciled. If a satisfactory solution was not reached, the third, independent rater was consulted to resolve the disagreement. Each disagreement was recorded. Out of the 2,858 judgments made, there were only 23 disagreements, yielding an interrater reliability of nearly 100%. Method Operational Definitions of Key Concepts for Anatomy Sampling Strategy Each human character was further coded as a whole figure or part of a figure. A figure including head, chest, arms and a portion of thigh was considered whole. Characters coded as parts had each visible part coded. Possible parts included: arms, legs, chest, face, buttocks, and/or back. Additionally the portrayal of a character as a part was classified as artificial or environmental. Artificial portrayals were those that have been partitioned by the end of the cover itself or by dividing the cover into sections. These decisions were made by the cover’s artist. Environmental portrayals are those that occur naturally in the environment, such as a whole person being obscured because of being in a car or in a crowd of people. This study examined the content of 225 covers of video games from the three most popular video game consoles (XBox, Playstation 2, Nintendo Gamecube) at the time of collection. The covers were primarily downloaded from a popular online store (http://www.buy.com) during summer 2005. The online store has video games divided into genres. For each genre, a list of games was compiled. Each list was cross-referenced to avoid any overlap, as many video games can be categorized as multiple genres. All covers available for download in a sufficient resolution (350×500 pixels) were compiled. Additionally, we examined sales rankings at another popular online store (http://www.amazon.com) to ensure that the 50 top selling video games for each console were included in our sample. Lastly, the inventory of local video game rental stores was compared to our sample; all locally available video games were represented in our sample. The ESRB ratings for each game broke down as such: 72 rated Everyone (32%), 95 rated Teen (42%), and 58 rated Mature (26%). A list of the games is included in Appendix. Operational Definitions of Key Concepts for Type of Character Each character was coded as either human or non-human. Characters were further coded by gender (male, female, or unknown). If applicable, the character was coded as a primary character. Primary was defined to be: the largest character on the cover, the central character, a character performing a central action, the character closest to the foreground, and/or the only character. All other characters were considered ancillary. Operational Definitions of Key Concepts for Violence Each violent act was categorized into two groups: implicit depictions or explicit depictions. Implicit depictions were defined as the presence of a weapon such as a gun, sword, or clenched fist. The weapon was not being used, merely represented. In explicit depictions weapons were used. For example: a gun being shot, a fist making contact with another character, or presence of a bloody weapon. Data Collection Operational Definitions of Key Concepts for Objectification We used a content analysis approach. Three raters coded the covers. One rater was used to resolve disagreements while the other two served as the primary raters. Covers We analyzed covers for their interpersonal and physical portrayals of men and women through the presence or Sex Roles (2007) 57:419–433 423 absence of role or physical objectification. Role objectification was the same for both males and females; this included any combination of the following: being portrayed without action (e.g., stationary positions, in the background, without any kind of tool or weapon to perform an identifiable action, etc.), being in a submissive role, being a reward to others, appearing unnecessary to the goal of the game (e.g., on the cover of a car racing game, there is a young woman clad in a bikini top and open pants, and while it is possible she raced the car, she was certainly not dressed in the appropriate gear), and/or requiring rescue without any clear attempts to help oneself. Physical objectification for women was defined as including any combination of the following: being portrayed in a sexy way (e.g., clothing that is open in a sexually suggestive way), exaggerated bust (this not only included unrealistically large in relation to the body, but also unnatural shapes, such as perfectly round spheres that seem immune to gravity), vulgar clothing (e.g., audacious clothing such as a leather dominatrix costume), tight clothing to accentuate body parts, revealing dress and/or being portrayed as simply a part other than a face (e.g., just thighs). Physical objectification of males was the same as for women with the exception of an exaggerated bust which was replaced with an exaggerated groin area. We chose an exaggerated groin, realizing how unlikely it was to be illustrated, simply because it was the closest comparison characteristic to a woman’s breasts in terms of sexuality and action irrelevancy. We also developed a definition for the term “eye candy,” characters who seemed to serve no purpose beyond visual stimulation. A character was classified as eye candy when a character of the opposite sex was considered the primary character on the cover. A same sex primary character could be present but that character was only considered “eye candy” if s/he was role objectified. While it was certainly possible for a solo female to have been portrayed as a male fantasy figure, we chose to limit our definition to the ornamental aspect of eye candy. Even if she is portrayed in an excessively sexualized way, a solo primary female character is likely to be one whose role the player can assume. For example, in Lara Croft, Tomb Raider—Angel of Darkness she is extravagantly voluptuous, with a waspwaist, in miniscule shorts; however sexualized she may be, she is not trivial. The component of eye candy we were seeking was the lack of functionality and decorative nature of some characters much like the detailing on a race car. healthy body that had muscles clearly evident; the muscles were not emphasized but readily visible. Super-muscular was defined as specific muscle groups being visible, unnaturally large muscles, and/or a muscle group larger than another part of the body that should not normally be comparable (e.g. a bicep larger than the character’s head). All other characters were said to be normal. Operational Definitions of Key Concepts for Male Body Type Males were twice as likely to be featured on covers as females were: 90.2% (N=156) of the covers with humans portrayed men and 42.7% (N=74) portrayed women. This unbalanced representation became even more pronounced when examining characters with approximately three and a Male characters were classified as muscular, super-muscular, or normal/indeterminable. We defined muscular to be a Operational Definitions of Key Concepts for Female Body Type Female characters were classified as busty, super-busty, or normal. Busty was defined as having breasts larger than normal, but not unnaturally so. Super-busty was defined as unnaturally large breasts that, due to size and/or shape, were not natural. All other characters were said to be normal. Although weight is most obviously related to body image in women we chose to analyze bust shape and size as recent research suggests that breast size and shape contribute to body dissatisfaction (Forbes and Frederick 2006). Results Of the 225 covers examined, 173 contained human characters. While all characters were coded, human or non, the results discussed here are only for the human characters. It is doubtful that players are identifying to the same degree with the non-humans. Also, with regards to bodies, it is impossible to know whether alien shapes were exaggerated. However, some of the nonhuman characters had human like characteristics and demonstrated behaviors and portrayals similar to those of the human characters; some of this content is worth noting. For example, “Conker: Reloaded” contains squirrels playing the role of soldiers. The cover featured a male squirrel straddling a large, smoking cannon and holding additional weapons clearly indicating an active role. The female squirrel is shown stroking the cannon in a suggestive way; although she is holding a bloody weapon, her fighting role was minimized relative to that as a sexy, supportive cheerleader. Perhaps one of the most bizarre aspects of this cover, and others like it, was the notion of sexy squirrels; the blatant hyper sexuality of female characters was so prevalent that it even spread to small rodents. Hypothesis 1: Were males and females portrayed with equal frequency? 424 Sex Roles (2007) 57:419–433 half times more men than women: 485 human characters were coded as 78.6% (N=381) men and 21.4% (N=104) women. This under representation of female characters is more striking when viewed from the ranges and medians: male characters ranged in frequency from 0 to 20 per cover while females ranged from zero to five. The median number of males portrayed was one, while the median number of females portrayed was zero. Male characters were significantly more likely to be present overall (χ2 =155.93, df=1, p<.0001), and were significantly more likely to appear in games rated as M (χ2 = 6.79, df=2, p<.05). Males were almost three times more frequent on covers rated M at 96.3% (N=52) while females were only present on 33.3% (N=18). In games rated T and E males were approximately twice as likely as females to be portrayed. On T covers males appeared 82.5% (N=66) of the time, while females appeared only 47.5% (N=38) of the time. Games rated E showed a similar pattern with males present 88.4% (N=38) of the time and females present 42% (N=18) of the time. See Table 1 for the comparisons of percentages of male and female characters and their portrayals. It is reasonable to ask if the discrepancy between the number of males and females was simply a result of the number of games in which it was unreasonable to include women. Specifically, games simulating experiences in which most women do not participate, like combat (N=7) or professional sports teams that exclude female participation (N=4) such as the National Football League, Professional Boxing, Major League Baseball, and Tiger Wood’s Golf (the PGA). However, this only removed 11 games from our sample, narrowing our covers with males to 145 and covers with females to 74 representing 351 male characters and 104 female characters. Even excluding these games, male characters were still significantly over-represented relative to female characters (χ2 =131.93, df=1, p<.0001). Hypothesis 2: Were males and females portrayed as equally active and essential to the game? Agency was measured as a function of character role: was the character considered the primary character and central to the game or simply an ancillary character without a clear cut contribution to the game? Males were almost five times more Table 1 Data on the characters. Male Total characters* Primary* Objectification* Role* Physical* Any physical exaggeration Muscular/busty Violent Super-muscular/super-busty* Violent Violent* Implicit Explicit Ancillary* Objectification* Role* Physical* Any Physical Exaggeration* Muscular/busty* Violent Super-muscular/super-busty* Violent Violent* Implicit Explicit Female Percent (%) Number Percent (%) Number 78.6 36.7 11.4 0 11.4 68.6 36.0 42.0 32.9 47.8 66.4 83.9 16.1 63.3 4.1 1.7 2.3 10.4 5.0 83.3 5.4 61.5 41.1 88.9 11.1 381 140 16 0 16 96 50 21 46 22 93 78 15 241 10 4 6 25 12 10 13 8 99 88 11 21.4 28.8 63.3 20.0 71.4 73.3 26.7 25.0 46.7 42.9 40.0 83.3 16.7 71.2 66.2 37.8 28.4 39.2 14.9 72.7 24.3 50.0 25.7 100.0 0 104 30 19 4 15 22 8 2 14 6 12 10 2 74 53 28 21 29 11 8 18 9 19 19 0 Starred items indicate the comparison is significant at the .05 value or less. Sex Roles (2007) 57:419–433 likely to be portrayed as the primary character (N=140) than the females (N=30) (χ2 =69.88, df=1, p<.0001). Males were almost four times more likely to be portrayed as ancillary characters (N=241) than females (N=74) (χ2 = 86.43, df=1, p<.0001). It is likely that both of these findings were artifacts of the discrepancy between the number of male and female characters overall. As such, we compared how often males and females were portrayed as primary characters accompanied by a primary character of the opposite sex. We hypothesized that females would be more likely to share their primary status with a primary male. Even with a primary female character, the presence of a primary male implied that the female was only allowed to be an important part of the game because the male was there with her. The male could serve as protector, guide, or actually perform most of the action while the female serves as a sidekick. The proportion of female primary characters (13/30) who were presented with a male primary character was significantly higher than the proportion of male primary characters (18/140) who were presented with a female primary character (z=−3.923, df=1, p<.0001). It is important to note that in addition to often being accompanied by a primary male character, primary female characters were also often portrayed in an unequal manner. For example, “Max Payne 2” features both a male and a female primary character, but the male is hovering over the female. The positioning was ambiguous: was it a romantic embrace or a threatening position? The presence of firearms added to the uncertainty of the situation. It is also interesting to note that 20 games had more than one primary male while only one game had more than one primary female. The game that featured 2 primary females was “Outlaw Beach Volleyball.” The cover also featured a primary male. The male was placed in the center of the cover and while the two females were proportionally equivalent to the male in size, they were portrayed in a far more objectified way. They were wearing minimal clothing and were not accurate representations of real women’s bodies. Additionally, while only one primary male was portrayed sharing the spotlight with two primary females, 20% (N=6) of the primary females were portrayed with two primary males. Hypothesis 3: Were male and female characters equally likely to be portrayed as role objectified? As a corollary to the analysis of agency via the primary-ness of characters, we also analyzed role objectification by examining contribution to the action, regardless of status as a primary or ancillary character. This categorization closely paralleled Dietz’s (1998) description of the classic damsel-indistress and the female cheerleader of male action. Thirtythree point eight percent (N=25) of the covers represented women in objectified roles with 32.7% of the female 425 characters (N=34) portrayed this way. Certainly, role objectification was more common in the ancillary as opposed to the primary characters, regardless of sex (32/315 vs. 6/170, z=2.592, p<.005). However, female characters were far more likely to be role objectified than the males. This was true for the ancillary female characters (26/74) as compared to ancillary males (4/241) (z=8.581, p<.0001). But this difference was even more striking in the primary characters (z=5.387, p<.0001). Not a single primary male character was role objectified, yet 20% (N=6) of the primary female characters were. Hypothesis 4: Were men and women equally likely to be represented as a just part of a body? Male and female characters were equally likely to be represented as partial bodies as opposed to whole bodies. Males were portrayed with just parts of their body 40% of the time (154/381) and females were portrayed with just parts of their body 43% of the time (45/104), z=.524, p>.05. Hypothesis 4A: When bodies were portrayed as pieces, were males and females equally likely to be artificially partitioned? When characters were portrayed as pieces of a body, 84% of female characters (38/45) were fragmented using artificial means (e.g., just drawing the legs and buttocks) as opposed to environmental factors (e.g., legs being unobservable when riding in a car) compared to 55% of male characters (85/154), z=3.55, p<.01. Hypothesis 5: Were male and female characters equally likely to be physically objectified? Physical objectification referred generally to the portrayal of males and females in a sexualized way. Overall, physical objectification of females occurred on 47.4% (N=35) of the covers and 42.3% (N=44) of the characters were portrayed in physically objectified ways. For males, physical objectification occurred in 13.5% (N=21) of the covers and 5.8% (N=22) of the characters were portrayed in physically objectified ways. The female characters were significantly more likely to be physically objectified than the male characters were (44/104 vs. 22/381, z=9.631, p<.0001). It should be noted, however, that 10 covers portrayed women with just their faces or eyes. For example, “Tenchu: Fatal Shadows” has a full male figure and two female figures. Both females are represented only by seductive eyes. Additionally, seven of the games portrayed female children rather than adults, removing a total of 25 characters that were unlikely to be physically objectified. Thirty-seven male characters were either children or adults 426 portrayed as faces only. No male characters were represented only by their eyes. With these characters removed due to the difficulty and/or unlikelihood of being physically objectified, females were still significantly more likely to be physically objectified than their male counterparts (44/79 vs. 22/344, z=10.89, p<.0001). The operational definition of physical objectification included either an exaggerated bust or an exaggerated groin area. There was not a single male portrayed with an exaggerated groin, in spite of a number of skin-tight action suits. To even the comparison of physical objectification between males and females, we excluded the females who were classified as physically objectified simply because of bust shape/size. This eliminated no primary female characters and eight ancillary female characters. This left characters who were physically objectified because of any combination of the following: vulgar, revealing, or tight clothing and sexually suggestive poses. Primary female characters were objectified significantly more often than primary male characters (15/30 vs. 16/140; z=4.965, p<.0001). In spite of their dramatically less frequent appearance, ancillary female characters were physically objectified more frequently than the males (29/74 vs. 6/241; z=8.787, p<.0001). Hypothesis 6: Are male and female forms equally likely to be represented with exaggerated or glorified form? In spite of the questionable relevance of large breasts to video game action, female characters were significantly more likely to be portrayed as busty/super-busty than their male counterparts were to be portrayed as muscular/supermuscular (z=4.568, p<.0001); 49% of the females were portrayed as either busty (N=19) or super-busty (N=32), while 25.7% of the male characters were portrayed as muscular (N=37) or super-muscular (N=61). Given the frequency of physical exaggeration/glorification of characters, we asked whether it was more likely to occur in primary males or primary females. Since muscularity would be useful for battling evil enemies, it was reasonable to predict that males were more likely to be shown with exaggerated or glorified physiques than females. There was no difference in glorification between primary males and females (z=1.247, p>.05). In other words, large muscles were no more common than large breasts. The results for glorification of ancillary characters were perhaps less surprising. By virtue of being ancillary and not as central to the action, we didn’t expect the ancillary males to be glorified that frequently, and they weren’t (25/241). The ancillary female characters, however, were dramatically more glorified than their male counterparts (z=5.753, p<.0001); 39.2% (47/74) of the ancillary female characters were portrayed as busty or super-busty. This discrepancy suggested that sexual attractiveness was a Sex Roles (2007) 57:419–433 more critical factor for inclusion as a female than strength was for the males. The issue of physical exaggeration becomes more disturbing if it is limited to the portrayals of extreme physiques, the super-busty and super-muscular. While primary males were less likely to be represented as having extreme physiques, the super-muscular, (23/140) than their primary female counterparts, the super-busty, (14/30) (z= 3.642, p<.0001), this pattern was far more pronounced for the ancillary characters. Practically a quarter of the ancillary females (18/74) were depicted as super-busty, while only 5% of the ancillary males (13/241) were portrayed as supermuscular (z=4.782, p<.0001). Given the irrelevance of large breasts from a super-hero/action oriented perspective, it is hard to interpret these numbers as anything other than objectification. Hypothesis 7: Are male and female characters equally likely to be portrayed for their decorative, or ornamental, value as opposed to their relevance to the implied action of the game? As it became apparent just how many of the female characters were portrayed as role and physically objectified in unrealistically busty bodies, we asked how many of the characters were present simply for their ability to arouse the viewer. For example, “Spawn: Armageddon” had two females that were disproportionately smaller than the primary male character and were used to create a border around the top and bottom of the cover. Each character was wearing a leather g-string and was performing no identifiable action other than to titillate the audience. We refer to this category as “eye candy.” 38.5% (N=40) of the female characters were classified into this definition. 42.5% of the female characters are depicted as either busty or super-busty (busty=8, super-busty=9). Thirty percent (N=12) of these women were physically objectified. Perhaps not unsurprisingly, given the other results, this classification as eye candy was far more prevalent for the female characters than the males (40/104 vs. 5/381, z 11.574, p<.0001). Additionally, only one of these males was presented in a physically objectified way; the remaining four males were portrayed as simply smaller than the primary female, but equivalent to the other ancillary characters on the cover. Hypothesis 8: Were male and female characters equally likely to be portrayed as violent? Covers were almost four times more likely to portray males as violent (65%, 102/156) than females (38%, 28/ 74), z=3.937, p<.01. This differences was even more noticeable at the character level; male characters were approximately six times more likely to be portrayed as violent with 50% of the male characters (192/381) Sex Roles (2007) 57:419–433 portrayed as violent while only 32% of the females (33/104) were, z=3.383, p<.01: Hypothesis 8A: Did the violent male and female characters differ in their physical portrayals? Our last analysis examined whether there was a link between violence of a character and that character’s physical portrayal. For example, were the violent male characters portrayed as muscular and physically intimidating or were weapons used to compensate for physical inadequacy? How were violent female characters portrayed? Specifically, were violent female characters more or less likely to be portrayed as having sexy physiques? Differentiation between implicit or explicit violence was not analyzed, as only 1.9% of the female characters were explicitly violent (N=2) and only 6.8% of the male characters were explicitly violent (N=26). Muscularity, of any type, in males was associated with violence 16% of the time (N=61). Bustiness, of any type, in females was more frequently associated with violence at 24% of the time (N= 25) than muscularity was associated with violence among males (z=1.9, p<.05). This was particularly true for the ancillary females for whom there was a significantly stronger association between bustiness and violence than muscularity and violence for the males (17/74 vs. 18/241, z= 3.712, p<.0001). Discussion The seminal work looking at the portrayals of men and women in video games, conducted by Dietz (1998) found that the most common portrayal of women was their absence. In fact, 30% of the games in her sample did not contain female characters of any species. We began this research wondering if the explosive growth in video game popularity, along with the increased attempts to appeal to female gamers, would have changed the demographics of game characters. After deducting the sports and war games, for the reasons described earlier, from both our sample and the Dietz sample, we found that women have definitely increased in frequency: of the games which included humans, 47% of our sample included female characters, while her sample was a meager 9.4%. Initially, this looks like a dramatic improvement; perhaps game companies have responded to the increased number of female gamers and provided a more equal representation in their games. Unfortunately, this rosy picture becomes more muddied when the number of characters and how they are portrayed is examined. While 47% of the covers contained a female 427 character, male characters were almost four times more likely to appear than their female counterparts. But the most distressing aspect of the representation of male and female characters was that, in spite of their less frequent representation, female characters were dramatically more likely to be negatively portrayed. This negativity ranged from their relative lack of action to their physical portrayal. Female characters were rarely given roles of action compared to their male counterparts. This finding emerged using a number of different analyses. First, there were almost five times more primary male characters, the characters identified as important or central to the game, and there were three times more ancillary male characters. Second, these male characters tended not to share the spotlight with primary female characters. However, female primary characters typically did share the spotlight with a male. Even more dramatically, 56% of the male characters appeared on a cover (57% of the games with humans) without females, yet only 18% of the females appeared without a male (10% of the games). Third, female characters, when they were present, were often role objectified, yet this only occurred to a handful of the ancillary male characters, and never happened to a primary male character. One could argue that the relative lack of illustrated action on the part of the female characters is actually a positive portrayal given that much of the action male characters portray is violent. Unfortunately, as video games currently exist, violence connotes power. No characters, male or female, are portrayed as central to a game by stopping violence, or offering peaceful solutions. By excluding women from the action roles, they are relegated to groupie status. As discouraging as these data may seem, the discrepancies between the amount of action given to male and female characters paled in comparison to the physical representations of the characters. In the relatively rare cases where women were portrayed as central, or wielding the violent power video games offer, this role almost always came with an exaggerated sexuality. The pairing of muscular men and violence was not surprising given that one could reasonably expect strength to be required to vanquish super-human enemies. On the other hand, the frequency of unrealistically sized and shaped breasts was difficult to interpret as anything other than sexist objectification given the irrelevance of breasts to the tasks facing video game characters. For example, it would be anatomically difficult to explore tombs and climb mountains with breasts the size of basketballs with legs and arms the size of toothpicks as Lara Croft© is portrayed. Approximately 20% of the male characters whose arms and or chests could be seen were portrayed as muscular or super-muscular, while over half of the female characters whose chests could be seen were portrayed as either busty or super-busty. It should 428 be noted that when we began, we initially included the category of muscularity for the female characters, expecting to see fit, toned super heroines. However there was not a single female character who could be described as muscular; in fact, many of the most action oriented characters were portrayed with unusually thin arms and legs accompanying unusually large breasts. The message clearly seemed to be that large breasts and/or a hypersexualized appearance were an essential element for female characters. While this research thoroughly sampled the currently available video games, further research will need to be pursued. A new generation of video game consoles is being ushered in with the release of the X-Box 360®, Playstation 3®, and Nintendo Wii®. These new consoles mean new games with new innovations. Research examining the portrayals of the characters present in the new games is necessary. As gaming systems advance, the representation can become more realistic. Are these portrayals going to actually be more realistic, or will they only be more realistic representations of unrealistically exaggerated characters with clear sex differences in action? An additional area of research that can supplement this work is to go beyond the covers and investigate the character representations within the games. There are many characters in all video games. Only a limited sample is viewable on the cover of the video game. If a character is not important enough to be on the cover, they are probably not important enough to have a major part in actual game, but the minor portrayals in video games could be frequent enough to merit further study. Multiple small presentations of negative stereotypes and unrealistic body types could potentially be as harmful as one frequently present representation. Lastly, it is critical that further research investigate the effects of the negative portrayals found in this content analysis. We had hoped that as games had increased in number and female gamers became an increasing share of the market, character portrayals would have improved. When looking at sheer visibility, it is true that female characters have become more frequent; however, this frequency seems to have come with a cost. Given our increased awareness of what is available in terms of character portrayals in currently marketed video games, a reasonable question is, does it matter? While Dietz (1998) certainly demonstrated that women were often portrayed negatively in video games, it is reasonable to ask whether these negative portrayals really matter. This issue has not been examined in video game research but the answer to this question, in regards to various other media (e.g., television, magazines, etc.), is that, yes, negative portrayals of people can influence attitudes and behavior. Much of the research investigating Sex Roles (2007) 57:419–433 the influence of various media portrayals of women has focused on the portrayal of sexuality. Early research by Zillmann and Bryant (1982, 1984) demonstrated that long term exposure to mainstream pornography (loosely defined as several hours over several weeks of watching sexually explicit films) resulted in a number of things. First, this exposure was related to peoples’ increased tolerance for and interest in uncommon pornography (e.g., sadism). Second, people with long-term exposure also became less compassionate towards rape victims and women in general. Other researchers have examined very brief exposures to nude portrayals of women. Kenrick et al. (1989) found that men exposed to centerfold erotica similar to that found in popular magazines such as Playboy© and Penthouse© rated themselves as less in love with their wives. Kenrick et al. (1994) found that male undergraduates rated their current relationships less favorably following exposure to highly attractive females. Perhaps more disturbing was the interaction between attractiveness and dominance of the female depiction. Men only felt more negatively about their own relationships when the attractive females were low in dominance. High dominance attractive females had no effect on men’s perceptions of their current relationships (Kenrick et al. 1994). The obvious implication in their work is that objectified portrayals of women have a greater impact on viewers than equitable or strong portrayals of women. Additionally, Gutierres et al. (1999) found that individuals were negatively impacted by exposure to physically attractive and dominant same sex stimuli. After viewing these attractive stimuli both male and female college students rated their own value as potential mates as decreased. More recent work by Adams et al. (2006) has demonstrated that even the mere hint of sexism can negatively impact both women’s perceptions of an academic setting and their own performance within that setting. While this work is specifically addressing the issue of stereotype threat and classroom performance, the question arises of whether even subtle discrepancies in the portrayals of women in various media can influence women’s self-perceptions. Previous research has demonstrated that objectified and degrading portrayals of women (e.g., Zillmann and Bryant 1982, 1984 and Kenrick et al. 1989) do in fact influence how real people feel about women in general, as well as the women with whom they are romantically involved; these effects were found following relatively low levels of immersion in those media. Video games are unique in the amount of undivided attention gamers must devote to the game. Additionally, from a larger perspective, knowing how many teens and young adults play video games, future research should ask whether these negative portrayals influence the developing identities of teens and young adults. Sex Roles (2007) 57:419–433 Adolescence and young adulthood are characterized by the intense exploration of all the necessary components of an identity (Erikson 1968). These components include, but are certainly not limited to, gender, vocational, and interpersonal roles and physical identities. Previous research has demonstrated a link between exposure to gender roles in various media and attitudes towards gender roles (e.g., Purcell and Stewart 1990, Kolbe and LaVoie 1982). Additional research has demonstrated that exposure to media portrayals of women also influences teens’ and young adults’ perceptions of their desire of and suitability for various vocations (Anderson et al. 2001). Davies et al. (2002) provided some of the most disturbing evidence for a relationship between media exposure and vocational attitudes. They showed women commercials that portrayed women in either stereotypic ways or neutral ways and then asked them to rate interest in educational and vocational choices that required math. The women who viewed the stereotypic commercials indicated lower interest in those careers and higher interests in careers that were more in keeping with traditional, stereotypic female strengths such as teaching children. In a related vein, the dramatically increased frequency of males as characters in general, and specifically as primary characters, could foster the perception that women are secondary in real life situations. A number of studies have examined how men and women respond to this relative infrequency (see Thompson and Sekaquaptewa 2002 for a review). Solo status, being the only member of a social group, has implications for both perceptions of and behaviors by the solo. Sackett et al. (1991) demonstrated that women who were solos in a professional group of men were routinely evaluated more poorly and were less likely to be promoted. Classic laboratory work demonstrated that while the solo may be more distinctive and remembered better, they are remembered along stereotypic lines (Taylor et al. 1978). Our analysis certainly demonstrated that video games perpetuate the perception of women as unlikely members of a team, as is intimated by the frequent solo status of female characters; future research needs to examine whether this has negative effects on men’s perceptions of women’s roles. The work investigating how men and women behave with/as a solo is equally discouraging. Barker (1997) demonstrated that when men and women solved a puzzle together as a mixed-sex dyad the man made more commands, regardless of whether he had received the relevant training. Additionally, he found that not a single woman corrected a man when she had received the relevant training (Barker, 1996, personal communication) and he had not. Given that his data was collected well before video games became such a mainstream form of entertainment, and given that women frequently report spending a significant amount of time 429 watching their boyfriends play video games, as opposed to playing themselves (Stermer et al. 2006), we have to ask what the effect of repeated exposure to such lopsided sex roles could be.Another key aspect to this period of development is the discovery of what one values and desires and how to behave in a romantic/sexual relationship (Erikson 1968; Harter 1999). Ward and her colleagues have demonstrated in several studies that exposure to music videos (Ward et al. 2005) and television (Ward and Friedman 2006) influence romantic/sexual attitudes and behavior. Not surprisingly, both of these works indicated that greater exposure to stereotype laden material was related to greater endorsement of gender and sexual stereotypes. It is perhaps in the area of establishing a secure physical identity that the literature is most critical of the media’s influence. A body of research demonstrates that both male and female teens and young adults who have greater exposure to media representations of male and female forms have a more negative self image (e.g., Ferron 1997; Aubrey 2006; Arbour and Ginis 2006; Slater and Tiggemann 2006; Labre 2005). Recent research has even suggested that exposure to objectifying media, such as that found in this analysis, can induce a self-objectified state in both men and women and that this state is associated with significant, negative psychological states (Roberts and Gettman 2004). Female gamers are growing in frequency. Are these gamers being lured in by the rise in female characters present in video games or is this just a sign of the developing social entertainment technology that is becoming more and more popular? The negative portrayals of women could make female gamers think that they should look like the women in video games. The physical attributes of the women in video games are not naturally attainable by normal females. Harrison (2003) found that exposure, from simply watching television, to what she called the “curvaceously thin woman” was associated with both men and women endorsing women’s use of extreme body-altering techniques such as liposuction and surgical breast augmentation. One can only imagine what kind of effect playing as (or watching a boyfriend play with) a “curvaceously thin” female character can have on a young woman’s self-image. Over the last 20 years, there has been a steady call for increased representation of female characters in video games. And certainly, since Dietz’s (1998) work, the number of female characters has increased dramatically. However, when looked at with the developing identity of the average gamer in mind, there is not a single component in which women are portrayed in a positive way: women are dramatically less frequent as characters, particularly less likely to be given any meaningful action (vocation and agency issues), women, in spite of their less frequent presence, are far more likely to be portrayed in objectified 430 Sex Roles (2007) 57:419–433 and unrealistic ways (body image and relationship issues). While the call for increased representation has been heard, it is difficult to interpret the type of representation as truly a step forward. There are a number of outspoken critics of the violence contained in video games and it has been well established that the violence in the games is significantly and meaningfully related to violence in the real world (see Anderson et al. 2003). There is also a body of research too large to ignore that shows how pervasive television’s impact can be on adolescents’ and young adults’ beliefs about how they can and should behave. In fact, Anderson et al. (2001) have gone so far as to say, “content viewed is more important than raw amount. The medium is not (emphasis in original) the message: The message is.” Only future research can determine the ramifications of the degrading and sexist portrayals of women in video games. Appendix Male and female character portrayals in video game covers by N and percentages. Game title ESRB rating 25 To Life* Airblade* Alter Echo* American Idol* Animal Crossing Arc the Lad End of Darkness* Area 51 Backyard Wrestling* Baldur’s Gate Dark Alliance* Baldur’s Gate Dark Alliance 2* Bard’s Tale* Batman Begins* Batman Rise of Sin Tzu* Beyond Good and Evil* Big Mutha Truckers* Black and Bruised* Black Hawk Down* Bloody Roar 3* Blowout* Bombastic Brother in Arms* Bujingal Forsaken City* Burnout 3 Takedown Butt-Ugly Martians Cabela’s Dangerous Hunts* Carmen Sandiego Secret of the Stolen Drums* Casper Spirit Dimensions* Castlevania Lament of Innocence* Champions of Norrath* Chaos Legion* M T T E E T M M T T T T T T T T T T T E M T T E T E E M T T Charlie and the Chocolate Factory* Cold Fear* Conflict Zone* Conker Live and Reloaded Crash Bandicoot Wrath of Cortex* Crash Twinsanity* Dark Angel Vampire Apocalypse* Dave Mirra Freestyle BMX 2* Dead to Rights 2* Deer Hunter* Demon Stone* Destroy All Humans* Devil May Cry* Devil May Cry 2* Devil May Cry 3* Digimon World 4 Disney’s Extreme Skate Adventure* Dog’s Life* Donkey Kong Jungle Beat Doom 3 Dragon Ball Z Budokai* Dukes of Hazzard Dynasty Warriors 4* Episode 3 ROTS* Everblue 2 Everquest Online Adventures* Fairly Odd Parents Shadow Showdown* Fallout Brotherhood of Steel* Fantastic Four* Fight Club* Fight Night Round 2* Fighter Maker 2* Final Fantasy X* Final Fantasy XI* Finny the Fish and the Seven Waters Fire Warrior Frogger’s Adventure Full Spectrum Warrior* Future Tactics Uprising* Gadget Racer Galerians Ash Geist* Getaway Black Monday* Gladius* God of War* Godzilla Save the Earth Grabbed by the Ghoulies* Gran Turismo 4 Grand Theft Auto San Andreas* Growlanser Generations* Hack Mutation* Halo* Halo 2* Harvest Moon* Haunted Mansion Hitman 2* Hot Shots Golf Fore* Hulk Jade Empire* E M T M E E T T M T T T M M M E E T E M T E T T E T E M T M T T T T E M E M T E T M M T M T E E M T T M M E T M E T M Sex Roles (2007) 57:419–433 Jak 2 Jak 3 Jungle Book Rhythm and Groove* Karaoke Revolution 2* Kelly Slater’s Pro Surfer* Killer 7* Kingdom Hearts* Kirby Air Ride Legend of Legaia 2* Lego Star Wars* Lemony Snicket A Series of Unfortunate Events* Mace Griffin Bounty Hunter* Madden 2005* Mafia* Magic Pengel the Quest for Color* Manhunt* Mario Party 6* Max Payne* Max Payne 2* Medal of Honor European Assault* Mega Man Anniversary Collection* Metal Gear Solid 2* Metal Slug 3* Metal Slug 4 and 5* Metroid Prime Metroid Prime 2 Midnight Club 3 Dub Edition Mission Impossible Operation Surma* Monster Jam Mortal Kombat Deception Muppets Party Cruise MVP Baseball 2005* MX vs ATV Unleashed Myst IV Revelation* Narc* NBA Jam 2004* Nicktoons Movin* Onimusha 2* Onimusha Blade Warrior* Outlaw Golf 2 Outlaw Volleyball* Pac Man Fever* Paper Mario* Phantom Dust* Pitfall the Lost Expedition* Pokemon Channel* Pokemon Colosseum Polar Express Predator Concrete Jungle Prince of Persia* Prince of Persia 2* Project Snowblind* Pryzm Chapter One the Dark Unicorn* Psi-Ops* Punisher* Rally Fusion Race of Champions Rayman 3 Hoodlum Havoc Red Dead Revolver* Red Ninja End of Honor* 431 T T E E E M E E T E E M E M E M E M M T E M T T T T E T T M E E E T M E E M T M M E E T E E E E M T M T T M M E E M M Resident Evil 4* Resident Evil Outbreak 2* Resident Evil Zero* Ribbit King Riding Spirits* Rise of the Kasai* Road Trip Robots Rocket Power Beach Bandits* Rocky Legends* Samurai Western* Scooby-Doo Night of 100 Frights* Sega Bass Fishing Duel* Serious Sam Gold* Seven Samurai 20xx* Shadow Hearts* Shadow of Rome* Shaman King Power of Spirit* Shenmue 2* Shox Sly Cooper 2 Band of Thieves Smash Court Tennis 2* Sonic Adventure Sonic Mega Collection Spawn Armageddon* Sphinx and the Cursed Mummy* Spiderman 2* Splinter Cell Chaos Theory* Spy Fiction* Spyhunter 2* Spyro Enter the Dragonfly SRS* SSX Tricky* Star Ocean* Star Wars Battlefront* Star Wars Clone Wars* Star Wars Jedi Academy Star Wars KOTOR* Star Wars KOTOR 2* Star Wars Rebel Strike* Star Wars Republic Commando* Star Wars Super Bombad Racing Starsky and Hutch* Stella Deus* Still Life* Suikoden IV* Super Mario Sunshine* Super Monkey Ball Deluxe Super Smash Bros Melee* SWAT Global Strike Team* Tekken 5* Tenchu Final Shadows* The Adventures of Cookie and Cream The King of Route 66* The Legend of Alon D’Ar* The Legend of Zelda the Wind Waker* The Suffering* Thief Deadly Shadows* Tiger Woods 2005* M M M E E M E E E T M E E M T M M T E E E E E E M T T M M T E T E T T T T T T T T E T T M T E E T M T M E T T E M M E 432 Time Splitters 2* Tomb Raider The Angel of Darkness* Tony Hawk Underground 2* Unlimited Saga Unreal Championship* Vietcong Purpe Haze* Virtua Fighter 4 Evolution* Virtual on Marz War of the Monsters* Wario World* Way of the Samurai 2* Wheel of Fortune* Wild Arms 3* Wings of War* Woody Woodpecker Worms Forts Under Siege Xenosaga Episode II* X-Men Next Dimension* Sex Roles (2007) 57:419–433 T T T T M M T T T E M E T T E T T T Starred items indicate the presence of a human character. 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