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  1. IS GAMING A BOY’S CLUB?
  2. WOMEN, VIDEO GAMES AND SEXISM
  3. Marketed primarily to boys and men, video games do not have a good track record when it comes to
  4. positively including girls and women. Female characters are rarely in the games and, when they are, they
  5. are often portrayed in negative, stereotypical and one-dimensional ways. The lack of female characters, the
  6. over-sexualization of them and the violence directed against women are just a few of the problems.
  7. Women media critics have called attention to the sexism and misogyny within the gaming world and, in
  8. resulting backlash, several of them have become victims of violent threats themselves. Anita Sarkeesian,
  9. one of the more well-known media critics, was in the news recently because, when she was invited to speak
  10. at Utah State University, she received threats that there would be a shooting massacre if she came. The
  11. campus police reportedly told her they could not search people entering the talk for weapons and therefore
  12. could not guarantee her safety, so she cancelled. Over the past several years, Sarkeesian has repeatedly
  13. been threatened with rape, violence and murder because of her outspoken analysis of sexism in the gaming
  14. world.
  15. This advanced high school lesson provides an opportunity for students to learn more about the world of
  16. video games, understand how sexism and misogyny are perpetuated in gaming and express their own
  17. thoughts about the issue.
  18. See these additional ADL resources: Current Events Classroom lessons “Addressing Hate Online: Countering
  19. Cyberhate with Counterspeech” and “Stereotypes of Girls and Women in the Media,” Rosalind’s Classroom
  20. Conversations “League of Lessons: Why Gaming Matters” and Best Practices for Responding to Cyberhate.
  21. Grade Level:11–12
  22. Time:60 minutes
  23. Common Core Anchor Standards:Reading, Writing, Speaking and Listening, Statistics and Probability
  24. Learning Objectives:
  25. Students will learn some background facts and information about the current state of video games.
  26. Students will reflect upon their own experience with gaming.
  27. Students will understand the role of women in video games and the specific ways in which sexism is
  28. perpetuated in the gaming world.
  29. Students will express their thoughts by writing a letter to a video game company.The Current Events Classroom adl.org/curriculum-resources
  30. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 2 of 14
  31. Material:
  32. Our Experience with Gaming Statements
  33. TEDxWomen Talk About Online Harassment & Cyber Mobs video (2012, 10 mins., Feminist Frequency)
  34. “It’s Game Over for ‘Gamers’: Anita Sarkeesian On Video Games’ Great Future” (The New York Times,
  35. October 28, 2014, www.nytimes.com/2014/10/29/opinion/anita-sarkeesian-on-video-games-greatfuture.html)
  36. Online Harassment: Summary of Findings (Pew Research Internet Project, October 22, 2014,
  37. www.pewinternet.org/2014/10/22/online-harassment/)
  38. Post-it® Notes or round stickers (at least 7 per student)
  39. Vocabulary:
  40. Review the following vocabulary words and make sure students know their meanings. (See ADL’s “Glossary
  41. of Education Terms.”)
  42. abusive exploit misogyny protagonist
  43. controversy feminism objectification sexism
  44. critique gamer offensive stalking
  45. cyberstalking harassment pernicious stereotype
  46. dehumanize macho perpetrator victimization
  47. WHAT IS GAMING?
  48. 1. Ask students some or all of the followingquestions to begin the lesson:
  49. What are video games?
  50. Where and how do you play video games?
  51. What different kinds of games are there?
  52. What is your favorite game and why?
  53. What else do you know about gaming?
  54. Record their responses on the board. Explain that we are going to discuss video games, women and
  55. sexism.
  56. 2. Share the following information about the state of video games in 2014 according to the Essential Facts
  57. About the Computer and Video Game Industry1 report. Do this by taking each statistic and turning it into
  58. a question (e.g. What percentage of Americans do you think play video games?), allowing some guesses
  59. and then telling students the correct answer.
  60. 59% of Americans play video games.
  61. Video games are the fastest growing form of mass media today.
  62.  
  63. 1 Ipsos MediaCT, 2014 Essential Facts About the Computer and Video Game Industry (Washington, DC: Entertainment
  64. Software Association, 2014), www.theesa.com/facts/pdfs/ESA_EF_2014.pdf.The Current Events Classroom adl.org/curriculum-resources
  65. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 3 of 14
  66. The average age of video game players is 31 years old.
  67. Of all game players, 52% are male and 48% are female (this is up from 40% female in 2010).
  68. Women age 18 or older represent a significantly greater portion of the game-playing population
  69. (36%) than boys age 18 or younger (17%).
  70. The average age of most frequent game purchasers is 35 (50% women/50% men).
  71. 62% of gamers play games with others, either in person or online and 47% play social games.
  72. (Social games are where more than one person can play the same game at the same time and there
  73. can be interaction between them).
  74. 3. Ask students: Do any of these statistics surprise you? Not surprise you? Do you think these statistics have
  75. changed over time and if so, how?
  76. OUR EXPERIENCES WITH VIDEO GAMES ACTIVITY
  77. 1. Post the statements written below around the classroom, using print-outs of Our Experience with
  78. Gaming Statements:
  79. I have watched other people play video games.
  80. I have played video games.
  81. I play video games on a regular basis (at least once a week).
  82. I have witnessed sexism in video games.
  83. People have said or done sexist things to me through video game interaction.
  84. I believe video games can have a negative effect on attitudes and perspectives in general.
  85. I believe video games can perpetuate sexism.
  86. 2. Distribute at least seven sheets of Post-it® Notes to each student. Give students five minutes to walk
  87. around the room and place a post-it or round sticker on or near all of the statements that are true for
  88. them or if they agree. If you have a large class, you may want to call them up in smaller groups.
  89. 3. After placing their post-its on the statements, instruct students to move to the statement they are most
  90. interested in talking about with others. Give students 5–7 minutes to discuss the statements with each
  91. other. Have them talk about why they decided to stand where they are and what the statement means
  92. to them.
  93. 4. Have everyone go back to their seats and engage them in a class discussion by asking the following
  94. questions:
  95. Where are the most post-its or stickers? The least? Why do you think that is?
  96. How did you decide which statement to talk about with others?
  97. As a class, do we watch video games often?
  98. What do you like about video games?
  99. What don’t you like about gaming?
  100. Have many of us witnessed or experienced sexism in video games? The Current Events Classroom adl.org/curriculum-resources
  101. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 4 of 14
  102. 5. Ask students: In what ways does sexism exist in video games? Can you share an example of sexism?
  103. Record their responses on the board/smartboard. Tell them that as we learn more about sexism in
  104. gaming, we will add to the list.
  105. NOTE: This list will be referred to and used in a later activity.
  106. VIDEO, TURN AND TALK
  107. 1. Play this 10-minute video TEDxWomen Talk About Online Harassment &Cyber Mobs with Anita
  108. Sarkeesian, who speaks about her experiences with sexism and online harassment. Explain that Anita
  109. Sarkeesian is a media critic, blogger and author of the video blog “Feminist Frequency,” in which she
  110. examines the depiction of women in popular culture.
  111. NOTE:Preview the video in advance to make sure it is appropriate for your students.
  112. 2. After watching the video together, have students turn and talk to a person sitting next to them to share
  113. their initial thoughts and feelings after watching the video. Allow each person one minute per share.
  114. 3. Engage the students in a large group discussion by asking the following questions:
  115. What is Anita Sarkeesian saying?
  116. Why do you think people attacked her? Why does she describe them as a cybermob?
  117. What are some examples of sexism and misogyny in gaming that she discussed?
  118. Are those same forms of sexism present in other forms of media?
  119. How do you think these images and messages about women impact girls and women? What about
  120. boys and men?
  121. READING ACTIVITY
  122. 1. Distribute a copy of the article “It’s Game Over for ‘Gamers’” to each student. Explain that Anita
  123. Sarkeesian, and other women critical of sexism in video games, has been in the news lately because she
  124. was going to give a speech at Utah State University and received threats that there would be a shooting
  125. massacre if she came. The campus police reportedly told her they could not search people entering the
  126. talk for weapons and therefore could not guarantee her safety, so she cancelled.
  127. 2. Give students ten minutes to read the article silently or, you can give them the article in advance for
  128. homework to read the night before.
  129. 3. Engage students in a discussion by asking the following questions:
  130. What more did you learn about Anita Sarkeesian after reading her article?
  131. Why does she say she has a “love-hate” relationship with gaming culture?
  132. Why is she critical of video games and the gaming world?
  133. Why do the self-identified “hard core gamers” dislike some of the new genres of games?
  134. What is the thesis of the article?The Current Events Classroom adl.org/curriculum-resources
  135. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 5 of 14
  136. SMALL GROUPS: HOW SEXISM IS PERPETUATED IN GAMING
  137. 1. Explain to students that now that they have more information after watching the video and reading the
  138. article, they are going to get more specific about how sexism and misogyny are perpetuated in the
  139. gaming world. Also, explain that Anita Sarkeesian is one of the most well-known women who was
  140. targeted for her views about women and gaming but she is not alone.
  141. 2. Divide students into small groups of five and have them review the list developed earlier indicating
  142. ways sexism exist in video games. Give small groups 5–7 minutes to come up with a list of additional
  143. ways that sexism is perpetuated in gaming.
  144. 3. When the small groups are finished talking, have each share one or two items from their list and add it
  145. to your overall list. If the list does not include all the items below, share these as well:
  146. Lack of female characters (Studies have consistently shown that at least since the 1990s, the
  147. percentage of female characters in video games has remained steady at around 15%.)
  148. Women as victims of violence and abuse against women
  149. Negative portrayals of women
  150. Over-sexualization of female characters
  151. Traditional gender marketing strategies (Video games are marketed to boys and men.)
  152. “Women as background decoration” (These are largely insignificant non-playable female characters
  153. (NPC).
  154. “NPC” (These are secondary players—the figures are not directly controlled by players and use
  155. automated scripts. They tend to be sexually objectified which dehumanizes the women and conveys
  156. the message that women’s primary role is to satisfy men.)
  157. “Damsel in Distress” (A female character placed in a perilous situation from which she cannot
  158. escape on her own and must be rescued by a male character; she tends to be portrayed as frail,
  159. fragile and vulnerable.
  160. 4. Read the entire list out loud and engage students in a discussion by asking the following questions:
  161. How does this list make you feel?
  162. Do you see this same type of sexism perpetuated in other media forms? How so?
  163. Do you think these portrayals of women impact how all people view women and girls in the real
  164. world?
  165. What can we do about it?
  166. READING AND DISCUSSION: ONLINE HARASSMENT REPORT
  167. 1. Distribute a copy of the Pew Research Internet Project’s Online Harassment: Summary of Findings to
  168. each student. Explain that this summary is about online harassment and highlights differences in the
  169. way women and men experience online harassment. This discussion is separate but related to the
  170. conversation about sexism and misogyny in gaming.
  171. If time permits, review the whole summary but if not, highlight these two graphs: “Young women
  172. experience particularly severe forms of online harassment” and “Men and women experience different
  173. varieties of online harassment. “ The Current Events Classroom adl.org/curriculum-resources
  174. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 6 of 14
  175. 2. Engage students in a discussion by asking the following questions:
  176. How would you summarize what you see in the two graphs?
  177. What is the difference between the ways in which men, women and the general population
  178. experience online harassment?
  179. How can you explain these differences?
  180. Why do you think there are such disparities between how women and men experience online
  181. harassment?
  182. How is the report helpful or not helpful? Please explain.
  183. Do you think there is a connection between the way women are portrayed in video games and
  184. online harassment? Explain your thinking.
  185. WRITING ACTIVITY (HOMEWORK)
  186. As a culmination of what they have learned, give students a homework assignment to write a letter to a
  187. video game company which outlines how they see women portrayed in their video game(s). Students will
  188. first identify a video game company that produces a game they want to address in their letter. If some
  189. students have never watched or played a video game, they should do so before writing their letter. Engage
  190. students in the writing, revision and feedback process so that the letters are high quality and able to be
  191. published and sent to the video companies.
  192. ADDITIONAL READING AND RESOURCES
  193. Feminist Frequency
  194. 2014 Essential Facts About the Computer and Video Game Industry (The Entertainment Software
  195. Association)
  196. “Online Harassment: Summary of Findings” (Pew Research Internet Project, October 22, 2014)
  197. “Harassment via Wikipedia Vandalism” (Feminist Frequency, June 12, 2012)
  198. “Feminist Critics of Video Games Facing Threats in ‘GamerGate’ Campaign” (The New York Times,
  199. October 15, 2014)
  200. “Sexism, Lies and Video Games: The Culture War Nobody Is Winning” (Time, September 5, 2014)
  201. “Why Does Sexism Persist in the Video Games Industry?” (BBC News, June 13, 2014)
  202. “Rape and death threats are terrorizing female gamers. Why haven’t men in tech spoken out?” (The
  203. Washington Post, October 20, 2014)
  204. Hate Crimes in Cyberspace by Danielle Keats Citron
  205. “Open Letter to Jennifer Lawrence”(Forbes, October 8, 2014, letter in response to an incident of cyber
  206. gender harassment)The Current Events Classroom adl.org/curriculum-resources
  207. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 7 of 14
  208. COMMON CORE ANCHOR STANDARDS
  209. Content Area/Standard
  210. Reading
  211. Standard 1: Read closely to determine what the text says explicitly and to make logical inferences from it;
  212. cite specific textual evidence when writing or speaking to support conclusions drawn from the text.
  213. Writing
  214. Standard 4: Produce clear and coherent writing in which the development, organization and style are
  215. appropriate to talk, purpose and audience.
  216. Speaking and Listening
  217. Standard 1: Prepare for and participate effectively in a range of conversations and collaborations with
  218. diverse partners building on others’ ideas and expressing their own clearly and persuasively.
  219. Statistics and Probability: Making Inferences and Justifying Conclusions
  220. Standard 1: Understand statistics as a process for making inferences about population parameters based
  221. on a random sample from that population.The Current Events Classroom adl.org/curriculum-resources
  222. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 8 of 14
  223. OUR EXPERIENCE WITH GAMING STATEMENTS
  224. I have watched
  225. other people play
  226. video games.The Current Events Classroom adl.org/curriculum-resources
  227. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 9 of 14
  228. I have played
  229. video games.The Current Events Classroom adl.org/curriculum-resources
  230. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 10 of 14
  231. I play video
  232. games on a
  233. regular basis
  234. (at least once a week).The Current Events Classroom adl.org/curriculum-resources
  235. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 11 of 14
  236. I have witnessed
  237. sexism in video
  238. games.The Current Events Classroom adl.org/curriculum-resources
  239. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 12 of 14
  240. People have said
  241. or done sexist
  242. things to me
  243. through video
  244. game interaction.The Current Events Classroom adl.org/curriculum-resources
  245. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 13 of 14
  246. I believe video
  247. games can have a
  248. negative effect on
  249. attitudes and
  250. perspectives in
  251. general.The Current Events Classroom adl.org/curriculum-resources
  252. © 2014 Anti-Defamation League, www.adl.org/education-outreach Page 14 of 14
  253. I believe video
  254. games can
  255. perpetuate
  256. sexism.
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