Gender stereotypes and gender portrayal in video games : the case of lol
Date Issued
2016
Author(s)
Advisor
Abstract
Video games are unquestionably an integral part of our lives: they offer entertainment,
education, and socializing. Video games fulfill much more than they used to when they first
appeared and are by far more prevalent in our everyday routine, especially since the
appearance of handheld devices and mobile gaming. Despite popular beliefs, video games do
not fail to attract people of all ages and genders. In fact, about 50% of gamers are women – a
facet that is often disregarded by video game companies when pitching or designing new
video games. Being such a huge source of information to a wide range of people–a range that
excludes no one–video games have reasonably been studied extensively. Researches and
critics raise controversial matters on video games’ content and uses. This thesis focuses on
the case of gender portrayal, particularly how gender is generally represented in video games
and what stereotypes prevail. This work uses the currently most popular video game, League
of Legends, and its 130 playable characters (champions) as a case study, in an attempt to
evaluate whether the game embraces or dismisses these gender stereotypes. Results show that
the game does embrace certain gender stereotypes. Female champions are only as half as
male ones and they are by far, more stereotypically depicted (skinny, small waists, large
breasts, conventionally attractive) than men, whose appearances vary and often deviate from
ideal standards of beauty. Female champions are also more likely to wear revealing and/or
tight clothes, are generally younger, and are sometimes even promoted in certain ways so as
to appeal through their bodies rather than skills or power, even though this is a fantasy
strategy fighting game. The study provides guidelines for the design of stereotype-free video
games and discusses implications of this work for future research and practice.
education, and socializing. Video games fulfill much more than they used to when they first
appeared and are by far more prevalent in our everyday routine, especially since the
appearance of handheld devices and mobile gaming. Despite popular beliefs, video games do
not fail to attract people of all ages and genders. In fact, about 50% of gamers are women – a
facet that is often disregarded by video game companies when pitching or designing new
video games. Being such a huge source of information to a wide range of people–a range that
excludes no one–video games have reasonably been studied extensively. Researches and
critics raise controversial matters on video games’ content and uses. This thesis focuses on
the case of gender portrayal, particularly how gender is generally represented in video games
and what stereotypes prevail. This work uses the currently most popular video game, League
of Legends, and its 130 playable characters (champions) as a case study, in an attempt to
evaluate whether the game embraces or dismisses these gender stereotypes. Results show that
the game does embrace certain gender stereotypes. Female champions are only as half as
male ones and they are by far, more stereotypically depicted (skinny, small waists, large
breasts, conventionally attractive) than men, whose appearances vary and often deviate from
ideal standards of beauty. Female champions are also more likely to wear revealing and/or
tight clothes, are generally younger, and are sometimes even promoted in certain ways so as
to appeal through their bodies rather than skills or power, even though this is a fantasy
strategy fighting game. The study provides guidelines for the design of stereotype-free video
games and discusses implications of this work for future research and practice.
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Name
Ioannou Iraklis.pdf
Size
5.45 MB
Format
Adobe PDF
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