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- IS GAMING A BOY’S CLUB?
- WOMEN, VIDEO GAMES AND SEXISM
- Marketed primarily to boys and men, video games do not have a good track record when it comes to
- positively including girls and women. Female characters are rarely in the games and, when they are, they
- are often portrayed in negative, stereotypical and one-dimensional ways. The lack of female characters, the
- over-sexualization of them and the violence directed against women are just a few of the problems.
- Women media critics have called attention to the sexism and misogyny within the gaming world and, in
- resulting backlash, several of them have become victims of violent threats themselves. Anita Sarkeesian,
- one of the more well-known media critics, was in the news recently because, when she was invited to speak
- at Utah State University, she received threats that there would be a shooting massacre if she came. The
- campus police reportedly told her they could not search people entering the talk for weapons and therefore
- could not guarantee her safety, so she cancelled. Over the past several years, Sarkeesian has repeatedly
- been threatened with rape, violence and murder because of her outspoken analysis of sexism in the gaming
- world.
- This advanced high school lesson provides an opportunity for students to learn more about the world of
- video games, understand how sexism and misogyny are perpetuated in gaming and express their own
- thoughts about the issue.
- See these additional ADL resources: Current Events Classroom lessons “Addressing Hate Online: Countering
- Cyberhate with Counterspeech” and “Stereotypes of Girls and Women in the Media,” Rosalind’s Classroom
- Conversations “League of Lessons: Why Gaming Matters” and Best Practices for Responding to Cyberhate.
- Grade Level:11–12
- Time:60 minutes
- Common Core Anchor Standards:Reading, Writing, Speaking and Listening, Statistics and Probability
- Learning Objectives:
- Students will learn some background facts and information about the current state of video games.
- Students will reflect upon their own experience with gaming.
- Students will understand the role of women in video games and the specific ways in which sexism is
- perpetuated in the gaming world.
- Students will express their thoughts by writing a letter to a video game company.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 2 of 14
- Material:
- Our Experience with Gaming Statements
- TEDxWomen Talk About Online Harassment & Cyber Mobs video (2012, 10 mins., Feminist Frequency)
- “It’s Game Over for ‘Gamers’: Anita Sarkeesian On Video Games’ Great Future” (The New York Times,
- October 28, 2014, www.nytimes.com/2014/10/29/opinion/anita-sarkeesian-on-video-games-greatfuture.html)
- Online Harassment: Summary of Findings (Pew Research Internet Project, October 22, 2014,
- www.pewinternet.org/2014/10/22/online-harassment/)
- Post-it® Notes or round stickers (at least 7 per student)
- Vocabulary:
- Review the following vocabulary words and make sure students know their meanings. (See ADL’s “Glossary
- of Education Terms.”)
- abusive exploit misogyny protagonist
- controversy feminism objectification sexism
- critique gamer offensive stalking
- cyberstalking harassment pernicious stereotype
- dehumanize macho perpetrator victimization
- WHAT IS GAMING?
- 1. Ask students some or all of the followingquestions to begin the lesson:
- What are video games?
- Where and how do you play video games?
- What different kinds of games are there?
- What is your favorite game and why?
- What else do you know about gaming?
- Record their responses on the board. Explain that we are going to discuss video games, women and
- sexism.
- 2. Share the following information about the state of video games in 2014 according to the Essential Facts
- About the Computer and Video Game Industry1 report. Do this by taking each statistic and turning it into
- a question (e.g. What percentage of Americans do you think play video games?), allowing some guesses
- and then telling students the correct answer.
- 59% of Americans play video games.
- Video games are the fastest growing form of mass media today.
- 1 Ipsos MediaCT, 2014 Essential Facts About the Computer and Video Game Industry (Washington, DC: Entertainment
- Software Association, 2014), www.theesa.com/facts/pdfs/ESA_EF_2014.pdf.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 3 of 14
- The average age of video game players is 31 years old.
- Of all game players, 52% are male and 48% are female (this is up from 40% female in 2010).
- Women age 18 or older represent a significantly greater portion of the game-playing population
- (36%) than boys age 18 or younger (17%).
- The average age of most frequent game purchasers is 35 (50% women/50% men).
- 62% of gamers play games with others, either in person or online and 47% play social games.
- (Social games are where more than one person can play the same game at the same time and there
- can be interaction between them).
- 3. Ask students: Do any of these statistics surprise you? Not surprise you? Do you think these statistics have
- changed over time and if so, how?
- OUR EXPERIENCES WITH VIDEO GAMES ACTIVITY
- 1. Post the statements written below around the classroom, using print-outs of Our Experience with
- Gaming Statements:
- I have watched other people play video games.
- I have played video games.
- I play video games on a regular basis (at least once a week).
- I have witnessed sexism in video games.
- People have said or done sexist things to me through video game interaction.
- I believe video games can have a negative effect on attitudes and perspectives in general.
- I believe video games can perpetuate sexism.
- 2. Distribute at least seven sheets of Post-it® Notes to each student. Give students five minutes to walk
- around the room and place a post-it or round sticker on or near all of the statements that are true for
- them or if they agree. If you have a large class, you may want to call them up in smaller groups.
- 3. After placing their post-its on the statements, instruct students to move to the statement they are most
- interested in talking about with others. Give students 5–7 minutes to discuss the statements with each
- other. Have them talk about why they decided to stand where they are and what the statement means
- to them.
- 4. Have everyone go back to their seats and engage them in a class discussion by asking the following
- questions:
- Where are the most post-its or stickers? The least? Why do you think that is?
- How did you decide which statement to talk about with others?
- As a class, do we watch video games often?
- What do you like about video games?
- What don’t you like about gaming?
- Have many of us witnessed or experienced sexism in video games? The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 4 of 14
- 5. Ask students: In what ways does sexism exist in video games? Can you share an example of sexism?
- Record their responses on the board/smartboard. Tell them that as we learn more about sexism in
- gaming, we will add to the list.
- NOTE: This list will be referred to and used in a later activity.
- VIDEO, TURN AND TALK
- 1. Play this 10-minute video TEDxWomen Talk About Online Harassment &Cyber Mobs with Anita
- Sarkeesian, who speaks about her experiences with sexism and online harassment. Explain that Anita
- Sarkeesian is a media critic, blogger and author of the video blog “Feminist Frequency,” in which she
- examines the depiction of women in popular culture.
- NOTE:Preview the video in advance to make sure it is appropriate for your students.
- 2. After watching the video together, have students turn and talk to a person sitting next to them to share
- their initial thoughts and feelings after watching the video. Allow each person one minute per share.
- 3. Engage the students in a large group discussion by asking the following questions:
- What is Anita Sarkeesian saying?
- Why do you think people attacked her? Why does she describe them as a cybermob?
- What are some examples of sexism and misogyny in gaming that she discussed?
- Are those same forms of sexism present in other forms of media?
- How do you think these images and messages about women impact girls and women? What about
- boys and men?
- READING ACTIVITY
- 1. Distribute a copy of the article “It’s Game Over for ‘Gamers’” to each student. Explain that Anita
- Sarkeesian, and other women critical of sexism in video games, has been in the news lately because she
- was going to give a speech at Utah State University and received threats that there would be a shooting
- massacre if she came. The campus police reportedly told her they could not search people entering the
- talk for weapons and therefore could not guarantee her safety, so she cancelled.
- 2. Give students ten minutes to read the article silently or, you can give them the article in advance for
- homework to read the night before.
- 3. Engage students in a discussion by asking the following questions:
- What more did you learn about Anita Sarkeesian after reading her article?
- Why does she say she has a “love-hate” relationship with gaming culture?
- Why is she critical of video games and the gaming world?
- Why do the self-identified “hard core gamers” dislike some of the new genres of games?
- What is the thesis of the article?The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 5 of 14
- SMALL GROUPS: HOW SEXISM IS PERPETUATED IN GAMING
- 1. Explain to students that now that they have more information after watching the video and reading the
- article, they are going to get more specific about how sexism and misogyny are perpetuated in the
- gaming world. Also, explain that Anita Sarkeesian is one of the most well-known women who was
- targeted for her views about women and gaming but she is not alone.
- 2. Divide students into small groups of five and have them review the list developed earlier indicating
- ways sexism exist in video games. Give small groups 5–7 minutes to come up with a list of additional
- ways that sexism is perpetuated in gaming.
- 3. When the small groups are finished talking, have each share one or two items from their list and add it
- to your overall list. If the list does not include all the items below, share these as well:
- Lack of female characters (Studies have consistently shown that at least since the 1990s, the
- percentage of female characters in video games has remained steady at around 15%.)
- Women as victims of violence and abuse against women
- Negative portrayals of women
- Over-sexualization of female characters
- Traditional gender marketing strategies (Video games are marketed to boys and men.)
- “Women as background decoration” (These are largely insignificant non-playable female characters
- (NPC).
- “NPC” (These are secondary players—the figures are not directly controlled by players and use
- automated scripts. They tend to be sexually objectified which dehumanizes the women and conveys
- the message that women’s primary role is to satisfy men.)
- “Damsel in Distress” (A female character placed in a perilous situation from which she cannot
- escape on her own and must be rescued by a male character; she tends to be portrayed as frail,
- fragile and vulnerable.
- 4. Read the entire list out loud and engage students in a discussion by asking the following questions:
- How does this list make you feel?
- Do you see this same type of sexism perpetuated in other media forms? How so?
- Do you think these portrayals of women impact how all people view women and girls in the real
- world?
- What can we do about it?
- READING AND DISCUSSION: ONLINE HARASSMENT REPORT
- 1. Distribute a copy of the Pew Research Internet Project’s Online Harassment: Summary of Findings to
- each student. Explain that this summary is about online harassment and highlights differences in the
- way women and men experience online harassment. This discussion is separate but related to the
- conversation about sexism and misogyny in gaming.
- If time permits, review the whole summary but if not, highlight these two graphs: “Young women
- experience particularly severe forms of online harassment” and “Men and women experience different
- varieties of online harassment. “ The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 6 of 14
- 2. Engage students in a discussion by asking the following questions:
- How would you summarize what you see in the two graphs?
- What is the difference between the ways in which men, women and the general population
- experience online harassment?
- How can you explain these differences?
- Why do you think there are such disparities between how women and men experience online
- harassment?
- How is the report helpful or not helpful? Please explain.
- Do you think there is a connection between the way women are portrayed in video games and
- online harassment? Explain your thinking.
- WRITING ACTIVITY (HOMEWORK)
- As a culmination of what they have learned, give students a homework assignment to write a letter to a
- video game company which outlines how they see women portrayed in their video game(s). Students will
- first identify a video game company that produces a game they want to address in their letter. If some
- students have never watched or played a video game, they should do so before writing their letter. Engage
- students in the writing, revision and feedback process so that the letters are high quality and able to be
- published and sent to the video companies.
- ADDITIONAL READING AND RESOURCES
- Feminist Frequency
- 2014 Essential Facts About the Computer and Video Game Industry (The Entertainment Software
- Association)
- “Online Harassment: Summary of Findings” (Pew Research Internet Project, October 22, 2014)
- “Harassment via Wikipedia Vandalism” (Feminist Frequency, June 12, 2012)
- “Feminist Critics of Video Games Facing Threats in ‘GamerGate’ Campaign” (The New York Times,
- October 15, 2014)
- “Sexism, Lies and Video Games: The Culture War Nobody Is Winning” (Time, September 5, 2014)
- “Why Does Sexism Persist in the Video Games Industry?” (BBC News, June 13, 2014)
- “Rape and death threats are terrorizing female gamers. Why haven’t men in tech spoken out?” (The
- Washington Post, October 20, 2014)
- Hate Crimes in Cyberspace by Danielle Keats Citron
- “Open Letter to Jennifer Lawrence”(Forbes, October 8, 2014, letter in response to an incident of cyber
- gender harassment)The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 7 of 14
- COMMON CORE ANCHOR STANDARDS
- Content Area/Standard
- Reading
- Standard 1: Read closely to determine what the text says explicitly and to make logical inferences from it;
- cite specific textual evidence when writing or speaking to support conclusions drawn from the text.
- Writing
- Standard 4: Produce clear and coherent writing in which the development, organization and style are
- appropriate to talk, purpose and audience.
- Speaking and Listening
- Standard 1: Prepare for and participate effectively in a range of conversations and collaborations with
- diverse partners building on others’ ideas and expressing their own clearly and persuasively.
- Statistics and Probability: Making Inferences and Justifying Conclusions
- Standard 1: Understand statistics as a process for making inferences about population parameters based
- on a random sample from that population.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 8 of 14
- OUR EXPERIENCE WITH GAMING STATEMENTS
- I have watched
- other people play
- video games.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 9 of 14
- I have played
- video games.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 10 of 14
- I play video
- games on a
- regular basis
- (at least once a week).The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 11 of 14
- I have witnessed
- sexism in video
- games.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 12 of 14
- People have said
- or done sexist
- things to me
- through video
- game interaction.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 13 of 14
- I believe video
- games can have a
- negative effect on
- attitudes and
- perspectives in
- general.The Current Events Classroom adl.org/curriculum-resources
- © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 14 of 14
- I believe video
- games can
- perpetuate
- sexism.
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