Sexism: The final boss – Scot Scoop News
Report on Gender Inequality in the Video Game Industry and its Conflict with Sustainable Development Goals
Introduction: The Digital Divide in Gender Equality
The video game industry, a significant component of modern information and communications technology, presents a critical challenge to the achievement of Sustainable Development Goal 5 (SDG 5: Gender Equality). Despite women comprising 47% of adult gamers in the United States, their representation within games and treatment within the gaming community are frequently misaligned with principles of equality, safety, and inclusion. This report analyzes the systemic issues of gender inequality in video gaming, linking them to key SDGs, including SDG 3 (Good Health and Well-being), SDG 10 (Reduced Inequalities), and SDG 16 (Peace, Justice, and Strong Institutions).
Analysis of Gender Disparity in Digital Representation and its Impact
Underrepresentation and Sexualization: A Barrier to SDG 5
The portrayal of female characters in video games is a significant area of concern, directly undermining SDG 5 by perpetuating harmful stereotypes and discrimination. Research highlights a consistent pattern of misrepresentation:
- A study by the National Institutes of Health indicates that over 80% of female characters are depicted in a sexualized manner.
- Research from the Geena Davis Institute found that male characters outnumber female characters by a four-to-one ratio in gameplay segments from top streamers.
- The same study revealed that female characters are ten times more likely than male characters to be shown in revealing clothing and five times more likely to be depicted with some level of nudity.
This trend stems from a historical industry focus on a young male demographic, leading to the normalization of exaggerated female proportions and sexualized designs. Such portrayals contribute to both hostile sexism, which views women negatively, and benevolent sexism, which casts women in dependent roles such as the “damsel in distress,” further entrenching gender inequality.
Impact on Health and Well-being (SDG 3) and Social Inequalities (SDG 10)
The persistent sexualization of female characters has measurable negative consequences that conflict with SDG 3, which aims to promote mental health and well-being.
- Exposure to unrealistic and hypersexualized female bodies can negatively impact the self-image and body satisfaction of female players, potentially leading to insecurities.
- Studies have found a correlation between exposure to video games and agreement with sexist statements, indicating a broader societal impact that reinforces the inequalities targeted by SDG 10.
- Therapist Andrew Fishman notes that while single-exposure studies may show limited effects, the cumulative impact of a decade of playing games with such characters is a significant concern for mental health.
Harassment and Exclusion: Undermining Safe and Inclusive Communities
Online Harassment as a Violation of SDG 5 and SDG 16
The online gaming environment is often hostile towards women, creating unsafe spaces that contradict the aims of SDG 5 (ending discrimination and violence against women) and SDG 16 (promoting peaceful and inclusive societies). Data reveals a pervasive problem:
- A University of Southern Mississippi survey found that 79.5% of female first-person shooter players have experienced verbal harassment or discrimination.
- Research from Offenburg University on games like Overwatch and Valorant showed that female gamers were harassed in one out of every seven game sessions.
- This toxic environment forces many women to adopt preventative measures, such as using gender-neutral usernames, employing voice-changing software, or avoiding voice chat entirely, to hide their identity for fear of harassment.
This widespread harassment is a form of psychological abuse that directly correlates with increased anxiety, depression, and self-esteem issues, further demonstrating the industry’s negative impact on SDG 3.
Pathways to Achieving Gender Equality in the Gaming Industry
Corporate Accountability and Inclusive Development
Addressing these systemic issues requires a multi-faceted approach focused on corporate responsibility and inclusive practices, aligning the industry with global development goals. Proposed solutions include:
- Strengthening Institutional Accountability (SDG 16): Gaming companies must assume greater responsibility for creating safe online environments. This includes implementing more effective moderation and banning policies to combat harassment and protect all players.
- Promoting Women in STEM and Game Development (SDG 5.5): Increasing the representation of women in technology and creative roles is crucial. As noted by Rianne Mohammed of Girls Who Code, having women in design and development roles ensures that products represent diverse experiences and challenge existing stereotypes. This directly supports SDG 5’s target for women’s full participation and equal opportunities for leadership.
- Creating Authentic and Diverse Characters: The industry must move beyond one-dimensional, sexualized portrayals. Developing female characters who are complex, well-rounded human beings, rather than objects of the “male gaze,” is essential for fostering a more respectful and equitable digital culture.
Conclusion
The video game industry is currently failing to meet its potential as an inclusive and empowering space, particularly for women. The prevalent issues of sexualized representation, underrepresentation, and widespread harassment are in direct opposition to the principles of Sustainable Development Goals 3, 5, 10, and 16. To align with these global objectives, the industry must enact systemic change, driven by corporate accountability and a commitment to increasing the presence and influence of women in all aspects of game creation and community management.
Analysis of SDGs, Targets, and Indicators
1. Which SDGs are addressed or connected to the issues highlighted in the article?
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SDG 5: Gender Equality
This is the most prominent SDG in the article. The text extensively discusses gender inequality within the video game industry and community, focusing on the hypersexualization and stereotypical portrayal of female characters, the underrepresentation of women in game development, and the widespread harassment faced by female gamers.
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SDG 3: Good Health and Well-being
The article connects the issues of sexualization and harassment to mental health outcomes. It mentions that bullying and harassment are strongly correlated with anxiety, depression, and self-esteem issues. It also discusses how the depiction of “perfect” female bodies can cause insecurities and negatively impact how women view their own bodies.
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SDG 4: Quality Education
The article touches upon education as a solution to gender disparity in the tech industry. It highlights the “Girls Who Code” club, which aims to encourage girls to pursue education and careers in STEM fields, thereby addressing the root cause of biased representation in media like video games.
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SDG 16: Peace, Justice and Strong Institutions
This goal is relevant through the discussion of online harassment and the need for better governance by gaming companies. The article describes the online gaming environment as threatening and uncomfortable for women, which constitutes a form of psychological violence. The call for companies to “do a better job of moderating and banning people” relates to creating more just and inclusive (digital) institutions.
2. What specific targets under those SDGs can be identified based on the article’s content?
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SDG 5: Gender Equality
- Target 5.1: End all forms of discrimination against all women and girls everywhere. The article highlights systemic discrimination through character design and the hostile treatment of female players.
- Target 5.2: Eliminate all forms of violence against all women and girls in the public and private spheres. The verbal harassment and threatening environment described in online gaming voice chats are forms of psychological violence.
- Target 5.5: Ensure women’s full and effective participation and equal opportunities for leadership… in economic… life. The article proposes that having more women in STEM and on game design teams is a key solution, pointing to a lack of equal opportunity and participation.
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SDG 3: Good Health and Well-being
- Target 3.4: …promote mental health and well-being. The article explicitly links the online harassment and sexualization of characters to negative mental health impacts, including “anxiety, depression, and self-esteem issues,” thereby highlighting the need to promote mental well-being for gamers.
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SDG 4: Quality Education
- Target 4.5: …eliminate gender disparities in education and ensure equal access to all levels of education and vocational training… The mention of a computer science class with only “four girls out of like 30 students” and the mission of the “Girls Who Code” club directly address the gender disparity in technical education.
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SDG 16: Peace, Justice and Strong Institutions
- Target 16.1: Significantly reduce all forms of violence… everywhere. The widespread verbal harassment experienced by female gamers is a form of psychological violence that this target aims to reduce.
3. Are there any indicators mentioned or implied in the article that can be used to measure progress towards the identified targets?
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For SDG 5 (Gender Equality):
- Proportion of female characters portrayed stereotypically: The article states that “Over 80% of female characters are portrayed as sexual, scantily clad, or a vision of beauty.” A decrease in this percentage would indicate progress.
- Ratio of male to female characters: The article cites a study finding that “male characters in video games outnumbered female characters in a four-to-one ratio.” A more balanced ratio would show improvement.
- Proportion of women experiencing online harassment: A survey is mentioned where “79.5% of the participants experienced verbal harassment or discrimination.” Tracking this figure over time would measure progress in reducing violence against women online.
- Proportion of women in STEM/game development: The article implies this is low by citing a class with “four girls out of like 30 students.” An increase in the proportion of women in these fields would be a key indicator of progress.
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For SDG 3 (Good Health and Well-being):
- Prevalence of mental health issues among gamers: The article mentions a therapist’s observation that harassment is correlated with “anxiety, depression, and self-esteem issues.” Studies measuring the prevalence of these issues among female gamers could serve as an indicator.
- Correlation between exposure to sexualized content and body image issues: The article discusses how seeing oversexualized characters can make women “question their own image.” Measuring the strength of this correlation in studies could track the impact on well-being.
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For SDG 4 (Quality Education):
- Enrollment ratio of females in STEM education: The article gives a specific example of a low ratio (“four girls out of like 30 students” in a computer science class). This ratio is a direct indicator for measuring gender disparity in technical education.
SDGs, Targets, and Indicators Table
| SDGs | Targets | Indicators |
|---|---|---|
| SDG 5: Gender Equality |
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| SDG 3: Good Health and Well-being |
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| SDG 4: Quality Education |
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| SDG 16: Peace, Justice and Strong Institutions |
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Source: scotscoop.com
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